I'm currently trying to build a way to attach a second rig to my character rig so that I can animate both the attachment and the character at the same time. I tried to pass in the second rigs skeleton to my main rigs hda so that I could run a Rig Attribute Vop to parent constrain the root bone of my attachment rig to the character rig but it makes the character rig blow up.
I also tried another idea which was to import the mesh and rig of the attachment into the character rig and merge the mesh and bones of the attachment rig to the character rig. This also broke the deformation of the character rig.
Is there any way to do this currently?
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Houdini Indie and Apprentice » Animating With 2 Separate Rigs In KineFX?
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- GreggoryAddison
- 23 posts
- Offline
Technical Discussion » Unittesting callbacks on a hda issues and questions
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- jgoulet
- 11 posts
- Offline
Hi. I am making integration tests to verify that our production otl is always able to publish and load from the artists point of view. The issue that that I am having is that the callbacks happen after the script ends. For example a script that changes "parm1" which has a callback to set "parm2 with the same value as "parm1" won't trigger until my original script is over. In a case of a unittest I'd like to trigger those events.
Another example of this issue is that I can't capture raised Errors from a Parm.pressButton().
I used a subnet with button that had a `raise ValueError('test')` as a callback. Which allowed me to test with
Nothing will get printed because the error happens later in event handling. Is there a pythonic way to force eval the events mid script execution?
Another example of this issue is that I can't capture raised Errors from a Parm.pressButton().
I used a subnet with button that had a `raise ValueError('test')` as a callback. Which allowed me to test with
try: hou.node('/obj/geo1/subnet').parm('button').pressButton() except ValueError: print("error captured")
PDG/TOPs » PDG nested wedging in Labs Wedge
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- Cicuta
- 22 posts
- Offline
Hello community!
Despite the documentation of the Labs Wedge saying that for 2 specific modes (http://127.0.0.1:48626/nodes/top/labs--wedge-1.0) it is possible to create a nested wedge in the same Labs Wedge node, when you put it into practice, it is not the case. I am being unable to set it up so that it works equal to connecting 2 wedge nodes one after the other. Am I missing something?
Thanks!
Despite the documentation of the Labs Wedge saying that for 2 specific modes (http://127.0.0.1:48626/nodes/top/labs--wedge-1.0) it is possible to create a nested wedge in the same Labs Wedge node, when you put it into practice, it is not the case. I am being unable to set it up so that it works equal to connecting 2 wedge nodes one after the other. Am I missing something?
Thanks!
Technical Discussion » Render Object with Displacement Wireframe ( Mantra )
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- Milad Savar
- 23 posts
- Offline
Hey Guys .
Is there any way to render a wireframe displacement object?
If there is any help,I would greatly appreciate it.
Thanks in advance.
Is there any way to render a wireframe displacement object?
If there is any help,I would greatly appreciate it.
Thanks in advance.
Edited by Milad Savar - 今日 09:25:55
Solaris » Custom light shaders for karma
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- kenmcgaugh
- 1 posts
- Offline
Hello,
Is there any information available on how to use the "Light Shader" (karma:light:shader) on light prims? I've had a bit of luck importing the defaultlightsurface hda and saving out a modified version of it and then setting the above parameter to "opdef:/Vop/myshader". However it is very difficult to iterate since it needs to be saved as an hda each time. Is there a way to have it use a live vop shader rather than a saved hda? Is it possible to access custom properties on the light prim?
Many thanks.
--Ken
Is there any information available on how to use the "Light Shader" (karma:light:shader) on light prims? I've had a bit of luck importing the defaultlightsurface hda and saving out a modified version of it and then setting the above parameter to "opdef:/Vop/myshader". However it is very difficult to iterate since it needs to be saved as an hda each time. Is there a way to have it use a live vop shader rather than a saved hda? Is it possible to access custom properties on the light prim?
Many thanks.
--Ken
Technical Discussion » How to divide primitives like a puzzle?
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- urabe3
- 1 posts
- Offline
Hi.
I want to create an expression that divides sphere primitives like images like a puzzle.
Is there any way? Thanks.
I want to create an expression that divides sphere primitives like images like a puzzle.
Is there any way? Thanks.
Houdini Indie and Apprentice » Rendering with Houdini
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- leoberti
- 4 posts
- Offline
Hi guys,
I'm a beginner and I'm trying to learn Houdini.
When I render any animation and I want to do something else( like watching a movie , or just scrolling the web, etc) Houdini always pops-up after it finishes a frame. Is there any way to make it render in the background?
And never pop up after a frame is done?
I'm using V-Ray for renderer, not sure if it matters.
Thank you
I'm a beginner and I'm trying to learn Houdini.
When I render any animation and I want to do something else( like watching a movie , or just scrolling the web, etc) Houdini always pops-up after it finishes a frame. Is there any way to make it render in the background?
And never pop up after a frame is done?
I'm using V-Ray for renderer, not sure if it matters.
Thank you
Edited by leoberti - 昨日 19:39:25
Technical Discussion » Drag and Drop from a PythonPanel into another view?
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- Tim Crowson
- 229 posts
- Offline
I'm probably missing something obvious.... I have drag and drop working fine, allowing me to drop nodes from my Network View into a custom pypanel. But I actually need to do the reverse operation as well, and drag from my pypanel into my network view. I'm stumbling at this point though, not sure where that needs to be set up.
Anyone have any insight?
Anyone have any insight?
Edited by Tim Crowson - 昨日 15:21:51
Technical Discussion » Get String of Edge Group like this: p36-37-38 p12-13
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- olivierth
- 852 posts
- Offline
I made a vex script that takes the "Base Group" of a group sop and does magical things with it. Its in this format: p36-37-38 p12-13
My problem is when I create a group without using a group sop, I don't know how to get that string. For exemple, if I group points and I use the group promote sop to convert to edges, how can I get the string of it?
-Olivier
My problem is when I create a group without using a group sop, I don't know how to get that string. For exemple, if I group points and I use the group promote sop to convert to edges, how can I get the string of it?
-Olivier
Edited by olivierth - 昨日 17:58:38
Solaris » Arnold in Solaris: Visibility of dome light in render.
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- xJagd
- 1 posts
- Offline
Hi everyone,
I've spent the last couple hours trying to figure out how to disable the visibility of a dome light in Arnold / Solaris.
The standard way in the old /obj context is just disabling the camera contribution, following this logic i've tried setting the camera to 0 under the arnold > contribution tab.
I've also tried to dropping down a rendergeometrysettings and disabling the camera ray visibility there as well.
Unfortunately neither of these options have worked and I am still getting the domelight in my render in both ipr and also when rendering straight to disk.
Anyone got an idea how to do this?
Thanks for your time
I've spent the last couple hours trying to figure out how to disable the visibility of a dome light in Arnold / Solaris.
The standard way in the old /obj context is just disabling the camera contribution, following this logic i've tried setting the camera to 0 under the arnold > contribution tab.
I've also tried to dropping down a rendergeometrysettings and disabling the camera ray visibility there as well.
Unfortunately neither of these options have worked and I am still getting the domelight in my render in both ipr and also when rendering straight to disk.
Anyone got an idea how to do this?
Thanks for your time

Technical Discussion » Missing input node
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- serdardogusoy
- 1 posts
- Offline
Hi,
Im deeply sorry for this noob question but awkwardly i couldn't find any solution.

why my cylinder generator doesn't have any input node?
https://www.youtube.com/watch?v=K2M3Fa59HCI [www.youtube.com] im trying to follow this tutorial but i have failed
I worked VFXs on other apps but Houdini is new for me.
Im deeply sorry for this noob question but awkwardly i couldn't find any solution.
why my cylinder generator doesn't have any input node?
https://www.youtube.com/watch?v=K2M3Fa59HCI [www.youtube.com] im trying to follow this tutorial but i have failed

I worked VFXs on other apps but Houdini is new for me.
Houdini Engine for Unreal » Adding different materials to separate instancers HDA
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- simonjohns
- 1 posts
- Online
I have three sets of points in Houdini (19.5.605), each instancing stadium seats in unreal(5.2). The "unreal_split_attr" successfully separates the points by material into three distinct instanced static mesh components however they all have the first material assigned to them.
I have tried this same setup with "unreal_material_instance" as well as "unreal_materialINDEX" (both "unreal_material1", "unreal material2", "unreal material3" and using "unreal_material1" for all three).
How can I assign three separate materials on the separate instancers?
NOTE: using the material parameter attribute or making the material in houdini first is not an option as I also have 50 other materials for complex vertex animated people.
I have tried this same setup with "unreal_material_instance" as well as "unreal_materialINDEX" (both "unreal_material1", "unreal material2", "unreal material3" and using "unreal_material1" for all three).
How can I assign three separate materials on the separate instancers?
NOTE: using the material parameter attribute or making the material in houdini first is not an option as I also have 50 other materials for complex vertex animated people.
Technical Discussion » Labs Decal Projector multi points feed in project mode.
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- Haruko
- 29 posts
- Offline
Hello, I would like to know the best way to carry out an idea that I have in mind and that I cannot do.
I have a procedural bridge model and I want to paste decals on its surface. The idea is to generate points through a scatter node from the bridge model and use them to feed the Labs Decal Projector.
However, I can't get said node to take all the points with the project function with which automatic intersections are created on the bridge, and I can only do it with the other tab called place.
I have tried a for each points and connect it to the Decal Projector but I can't get the project mode to take the points.
Can anyone shed some light?
Thank you
I have a procedural bridge model and I want to paste decals on its surface. The idea is to generate points through a scatter node from the bridge model and use them to feed the Labs Decal Projector.
However, I can't get said node to take all the points with the project function with which automatic intersections are created on the bridge, and I can only do it with the other tab called place.
I have tried a for each points and connect it to the Decal Projector but I can't get the project mode to take the points.
Can anyone shed some light?
Thank you
Edited by Haruko - 昨日 03:34:53
Technical Discussion » Assign custom hue values to packed primitive material Mantra
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- TimOrSomething
- 6 posts
- Offline
Hello,
I have scattered tree models on a terrian, each using a single Mantra material and am trying to adjust the hue, value and sat of the leaves randomly among each tree. I have fed the diffuse into a colour correct and have three bind nodes feeding into hue, value and sat. I have different float values assigned to the scattered points, trying to adjust the material once the trees get placed on the points using a 'copy to points' sop.
This method is working before I pack the trees but I can't get the values to change in the material after the pack sop, even though the packed point has the attributes and values which should be being read by the material.
Is there a way I can adjust the hue, saturation, and value of the material on a packed primitives?
Thank you
I have scattered tree models on a terrian, each using a single Mantra material and am trying to adjust the hue, value and sat of the leaves randomly among each tree. I have fed the diffuse into a colour correct and have three bind nodes feeding into hue, value and sat. I have different float values assigned to the scattered points, trying to adjust the material once the trees get placed on the points using a 'copy to points' sop.
This method is working before I pack the trees but I can't get the values to change in the material after the pack sop, even though the packed point has the attributes and values which should be being read by the material.
Is there a way I can adjust the hue, saturation, and value of the material on a packed primitives?
Thank you
Houdini Indie and Apprentice » Mesh Import Into Unreal Misplaces Geo From The Mesh Export
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- GreggoryAddison
- 23 posts
- Offline
I'm working on modular characters and while exporting out the head mesh the location of the mesh is completely off from where it is in houdini. I'm wondering if anyone has ran into this issue.
I also ran into an error where a mesh wouldn't import at all and the error read
I have that option enabled so I figured it was something going wrong in houdini. All of my other meshes (Legs, arms, torsos) work as intended. Just the heads that are having issues.
I also ran into an error where a mesh wouldn't import at all and the error read
Could not find any valid mesh on the root hierarchy. If you have mesh in the sub hierarchy, please enable option of [Import Meshes In Bone Hierarchy] when import.
I have that option enabled so I figured it was something going wrong in houdini. All of my other meshes (Legs, arms, torsos) work as intended. Just the heads that are having issues.
Technical Discussion » Houdini not compute until open one of my HDA and close after
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- vinyvince
- 226 posts
- Offline
Hello
That drives me seriously nuts. Ok, we know the display could have some issue, and or the labs reset viewport would have no reason to exist
, Now for some time i observed some seriously annoying issues when Houdini is generating kind of weird random errors (loop can't merge this iteration or slump can't finish with "Error: First writeable volume has no corresponding volume...." , things like this, a bit randomly to be honest, weird.. I have to mention everything is working absolutely fine in the first go, after loading, but could have some problem updating and computing correctly just after(!)
To be honest i have never seen problem like this before (before V19 or 19.5 excepted with Erosion node) but this year i have seen a bunch. I also experiment similar thing with Mlops machine learning SOP where sometimes i have to point to the solver, open and close...So it's possibly something python related, i do not know but *we* would really really like to know if you guys have experimented the same or have any idea of the reason, please ...
Cheer!
Vincent, Lead RnD tech Houdini, unannounced Game
That drives me seriously nuts. Ok, we know the display could have some issue, and or the labs reset viewport would have no reason to exist

To be honest i have never seen problem like this before (before V19 or 19.5 excepted with Erosion node) but this year i have seen a bunch. I also experiment similar thing with Mlops machine learning SOP where sometimes i have to point to the solver, open and close...So it's possibly something python related, i do not know but *we* would really really like to know if you guys have experimented the same or have any idea of the reason, please ...
Cheer!
Vincent, Lead RnD tech Houdini, unannounced Game
Technical Discussion » HQueue looking in wrong directory
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- smcdowell
- 1 posts
- Offline
I'm trying to set up Hqueue.
I'm using a mac, and submitting to a windows based hqueue server with it's own client.
I can submit a task from my mac, it shows up in the dashboard, but then fails making IFDs. Looking at the error message it looks like it's looking for a mac directory
This is the correct directory on the mac, but for Windows it's obviously wrong.
I think my hqserver.ini is correct:
Does anybody have any suggestion where I'm going wrong?
I'm using a mac, and submitting to a windows based hqueue server with it's own client.
I can submit a task from my mac, it shows up in the dashboard, but then fails making IFDs. Looking at the error message it looks like it's looking for a mac directory
Loading .hip file /Volumes/hqueue/hqueue_test.hiplc.
ERROR: Cannot find file /Volumes/hqueue/hqueue_test.hiplc
This is the correct directory on the mac, but for Windows it's obviously wrong.
I think my hqserver.ini is correct:
[app:main]
hqserver.sharedNetwork.configLoaded=True
# The shared network.
hqserver.sharedNetwork.host = localhost
hqserver.sharedNetwork.path.linux = %(here)s/shared
hqserver.sharedNetwork.path.windows = \\192.168.0.101/hqueue
hqserver.sharedNetwork.path.macosx = /Volumes/hqueue
hqserver.sharedNetwork.mount.linux = /mnt/hq
hqserver.sharedNetwork.mount.windows = H:
hqserver.sharedNetwork.mount.macosx = /Volumes/hqueue
Does anybody have any suggestion where I'm going wrong?
Technical Discussion » Difference of UV To Surface and Trace Closest Surface?
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- jerry7
- 565 posts
- Offline
Hi,
The document is not very clearly.
What is the difference of "UV To Surface" and "Trace Closest Surface" in Bake Texture Rop?
Thanks!
The document is not very clearly.
What is the difference of "UV To Surface" and "Trace Closest Surface" in Bake Texture Rop?
Thanks!
Houdini Indie and Apprentice » Different attributes in each copy?
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- te7suo
- 1 posts
- Offline
How to use copy and transform after edge damage node making each copy have a different seed of the Edge damage node?
To make a ladder for example,I use a box and copy it but different damage.
I try with Create Attribute node and/or Attribute randomize but i am not able to make it work..
Thank you.
To make a ladder for example,I use a box and copy it but different damage.
I try with Create Attribute node and/or Attribute randomize but i am not able to make it work..
Thank you.
Technical Discussion » Flip sim explosion
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- ARADA
- 1 posts
- Offline
Hello,
I'm working on an ocean tank sim and when i cache the flip explodes and fill all bounds and soon of course it fills the memory and stops i think it started to happen when i up the particle separation
i just wanna understand the reason something like that happen FYI i used the shelf tools for most of the setup
I'm working on an ocean tank sim and when i cache the flip explodes and fill all bounds and soon of course it fills the memory and stops i think it started to happen when i up the particle separation
i just wanna understand the reason something like that happen FYI i used the shelf tools for most of the setup
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