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Technical Discussion » Houdini Indie digital assets and c4d
- thompson.alt
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I just tried this the other day. I have Houdini indie and downloaded a trial of Cinema 4D. HDALC files seem to work fine as far as I can tell.
Technical Discussion » Deprecation Warnings Coming from Houdini's Python Libraries
- thompson.alt
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Finally tracked the problem down to a single python import.
http://pyseq.rsgalloway.com/ [pyseq.rsgalloway.com]
Something about importing this package makes Houdini start using deprecated functions. Maybe some out of order import or namespace overlap?
If anyone else can reproduce it would be good to know. Just install pyseq with pip and import it in your pythonrc.py.
For my purposes pyseq was nonvital so I'm removing it for now.
import pyseq
Something about importing this package makes Houdini start using deprecated functions. Maybe some out of order import or namespace overlap?
If anyone else can reproduce it would be good to know. Just install pyseq with pip and import it in your pythonrc.py.
For my purposes pyseq was nonvital so I'm removing it for now.
Technical Discussion » Deprecation Warnings Coming from Houdini's Python Libraries
- thompson.alt
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Interestingly middle clicks in the node graph produce a similar warning after adding the scripts.
Still debugging, will update when I find a solution.
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.360/houdini/python2.7libs\nodegraphui.py:254: DeprecationWarning: createQtIcon is deprecated
icon = hou.ui.createQtIcon(iconname, self.width(), self.height())
Still debugging, will update when I find a solution.
Technical Discussion » Deprecation Warnings Coming from Houdini's Python Libraries
- thompson.alt
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I'm wondering if someone has any hints about how I can debug an issue I'm running into.
I'm upgrading from Houdini 16.5 to Houdini 17.5. When I load a set of python scripts I've built to work in Houdini 16.5 I get the following warnings in the console when Houdini starts up:
Everything seems to work fine, but it looks messy for those warnings to be showing up. Why would Houdini's own python libs be calling these deprecated functions? Has anyone else seen this? My scripts aren't using any hou.ui functions. I'm barely using hou at all.
Does anyone have any ideas about how I can debug this?
Houdini 17.5.360 Windows 10
Thanks!
I'm upgrading from Houdini 16.5 to Houdini 17.5. When I load a set of python scripts I've built to work in Houdini 16.5 I get the following warnings in the console when Houdini starts up:
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.360/houdini/python2.7libs\nodegraphfastfind.py:35: DeprecationWarning: createQtIcon is deprecated
ADD_ICON = hou.ui.createQtIcon("BUTTONS_list_add", 16, 16)
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.360/houdini/python2.7libs\nodegraphfastfind.py:36: DeprecationWarning: createQtIcon is deprecated
DELETE_ICON = hou.ui.createQtIcon("BUTTONS_list_delete", 16, 16)
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.360/houdini/python2.7libs\nodegraphfastfind.py:37: DeprecationWarning: createQtIcon is deprecated
CHOOSER_ICON = hou.ui.createQtIcon("BUTTONS_chooser_node", 16, 16)
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.360/houdini/python2.7libs\nodegraphfastfind.py:38: DeprecationWarning: createQtIcon is deprecated
PIN_ICON = hou.ui.createQtIcon("NETVIEW_pin_in", 16, 16)
Everything seems to work fine, but it looks messy for those warnings to be showing up. Why would Houdini's own python libs be calling these deprecated functions? Has anyone else seen this? My scripts aren't using any hou.ui functions. I'm barely using hou at all.
Does anyone have any ideas about how I can debug this?
Houdini 17.5.360 Windows 10
Thanks!
Technical Discussion » hou.isUIAvailable() not working in pythonrc.py
- thompson.alt
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Ha! Embarrassing… I bet I wrote it wrong once or twice when I was debugging. Thanks for looking into it grahm and jjayakumar.
Technical Discussion » hou.isUIAvailable() not working in pythonrc.py
- thompson.alt
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jjayakumar
That's really odd. Could you try to print and see where hou is loaded from ?try: import hou print(hou.__file__) print(hasattr(hou, 'isUIAvailable')) except ImportError: print("Failed to import hou")
Thanks for the response! Sorry for the late reply, I haven't had access to the affected machine in a while.
It gets more strange… Your code returns this:
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.439/houdini/python2.7libs\hou.pyc
True
So it seems to know the module exists that way, but still fails with something as simple as:
try: import hou print(hou.isUIAvaliable()) except: print("Failed!")
I'm trying some things now. May have to find some sort of work around. It could also just be a problem with the current version we're on (16.5.439). I'll post back here if I find out anything.
PDG/TOPs » How to use PDG_TEMP and PDG_DIR
- thompson.alt
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Thanks chrisgreb! That clears some things up. I think it may be helpful to make it explicit in the help section what nodes $DG_DIR will work for and which they won't. I'll stick to $HIP for anything regarding ROPs.
Technical Discussion » hou.isUIAvailable() not working in pythonrc.py
- thompson.alt
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There's a line in our pythonrc.py file that checks if it's a UI session or not. Basically:
For most computers this works fine. For some though, it gives the following error:
I can't figure out what could be causing this, or even what to do to diagnose it. Other calls to the ‘hou’ module like ‘hou.isApprentice()’ work fine.
Has anyone run into this problem or have a work around?
Thanks!
import hou if (hou.isUIAvailable()): foo.bar()
For most computers this works fine. For some though, it gives the following error:
AttributeError: 'module' object has no attribute 'isUIAvailabe'
I can't figure out what could be causing this, or even what to do to diagnose it. Other calls to the ‘hou’ module like ‘hou.isApprentice()’ work fine.
Has anyone run into this problem or have a work around?
Thanks!
PDG/TOPs » How to use PDG_TEMP and PDG_DIR
- thompson.alt
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I'm very new to PDG, so I'm sure I'm just doing something wrong.
In the documentation for Dependency Graphs it suggests using file paths relative to PDG_DIR here: https://www.sidefx.com/docs/houdini/tops/paths.html [www.sidefx.com]
As a test I tried making a topnet with a ropmantra node in it. The filepath for the ropmantra node is:
When I cook that node, the exr ends up here:
This is not at all expected behavior. No matter what I put in the scheduler as the working directory, it always ends up there.
Interestingly, when I try viewing the task output it fails, but the error indicates it's looking in the directory it should be looking in. The working directory I specified in the scheduler node.
I've tried using
Does anyone know what I could be doing wrong? This seems like an extremely common use case.
Thanks!
In the documentation for Dependency Graphs it suggests using file paths relative to PDG_DIR here: https://www.sidefx.com/docs/houdini/tops/paths.html [www.sidefx.com]
As a test I tried making a topnet with a ropmantra node in it. The filepath for the ropmantra node is:
$PDG_DIR/render/bloop.$F4.exr
When I cook that node, the exr ends up here:
C:/Users/thomp/__PDG_DIR__/render/bloop.0001.exr
This is not at all expected behavior. No matter what I put in the scheduler as the working directory, it always ends up there.
Interestingly, when I try viewing the task output it fails, but the error indicates it's looking in the directory it should be looking in. The working directory I specified in the scheduler node.
I've tried using
__PDG_DIR__
instead of $ notation but the same thing happens. I've also tried on Windows and Linux with the same results. I'm using Houdini Apprentice Non Commercial 17.5.293.Does anyone know what I could be doing wrong? This seems like an extremely common use case.
Thanks!
Technical Discussion » aces cg workflow
- thompson.alt
- 12 posts
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Following up on this again, does anyone have any more information? I understand that if you set your OCIO config variable in your Houdini environment you can set it in your viewer. But as fuos said, I can't find anywhere to explicitly set the primaries in Mantra.
Technical Discussion » Bug in Materials?
- thompson.alt
- 12 posts
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jsmack
The scene you attached works fine for me.
Thanks for checking that jsmack! I finally figured out what was happening. It turns out the farm I was rendering to had an older version of Houdini and the shader vex code was failing to compile on it. When I recreated the network on that older version and sent it off everything worked as expected.
Technical Discussion » Bug in Materials?
- thompson.alt
- 12 posts
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I don't understand what I could be doing wrong. I have a vex variable export named multimatte that renders fine when I render on my machine, but when I render using an IFD it doesn't render the green channel. Has anyone run into this? Why wouldn't this vex variable be included in the IFD? I think it has something to do with the principled shader being included. When I remove that, both channels of my multimatte render fine.
Has anyone else run into this issue? I've attached my scene file. Any help would be appreciated.
Thanks!
Has anyone else run into this issue? I've attached my scene file. Any help would be appreciated.
Thanks!
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