Paul Ambrosiussen

Ambrosiussen

About Me

Expertise
Developer
Location
United States of America

Paul Ambrosiussen is currently a Technical Artist and Game Tools Developer at SideFX Software. He finished his BASc in International Game Architecture and Design at NHTV University of Applied Sciences in Breda. Paul enjoys writing tools to support effective art-pipelines, and maintaining tool / workflow quality for the artists he is assisting. His goal is to help others create amazing things in a better, faster and more flexible way. He creates tutorials, gives live lectures, attends events, and presents custom workshops to customers.

Connect

My Talks

obj-image GDC
Game Development Made Easy Using Houdini

My Tutorials

obj-image Quick Tips
Game Tools | Static Fracture Export
obj-image Quick Tips
Game Tools | Mesh Tiler
obj-image Quick Tips
Game Tools | LOD Hierarchy
obj-image Beginner
Game Dev Toolset Installation
obj-image Quick Tips
Game Tools | Physics Painter
obj-image Quick Tips
Game Tools | Terrain Tools

Recent Forum Posts

Using cache to control recooking and pressing 2 buttons automatically July 5, 2018, 7:22 a.m.

Hi,

Yes. You're correct about the Scripts tab. Just make a python module there.

As for the code tab, it will only be available for HDA types that support it. (Python surface nodes, VEX shaders, VOP operators)
An example is one of the GameDev Lens Shaders. Thats an HDA which only has VEX in it (Since its a shader), hence with the code tab being enabled.
You can create an asset type which supports this by doing File>New Asset.

Link, but I pretty much explained above:
http://www.sidefx.com/docs/houdini/ref/windows/optype.html#vex [www.sidefx.com]

Paul

Using cache to control recooking and pressing 2 buttons automatically July 3, 2018, 7:38 a.m.

Hi Martin,

One way of pressing multiple buttons through a single exposed one is by using some python script. Every HDA contains a section which we call “Asset Module”. In there you can store python script which can be called from nodes, buttons etc. So what you could do is have one “master” button, which will press other buttons for you through that script. The link below explains how it works.
http://www.sidefx.com/docs/houdini/hom/locations.html#asset_modules [www.sidefx.com]

So what you could do is create a function called PressButtons() inside the module, which will press (hidden?) buttons on the interface or inside your HDA.

So in your case it could be:

def PressButtons():
    hou.node("path/to/node/").parm("Button1").pressButton()
    hou.node("path/to/node/").parm("Button2").pressButton()

Then on your “main” button, you would add a callback script. Info:
http://www.sidefx.com/docs/houdini/hom/locations#parameter_callback_scripts [www.sidefx.com]

Using the example above, your callback could be:
kwargs['node'].hm().PressButtons()

Hope that helps,
Paul

Bullet fbx export to UE4 June 28, 2018, 6:59 a.m.

Hi,

The window you have open is for the skeletal mesh, not the physics asset.
https://docs.unrealengine.com/en-us/Engine/Physics/PhAT [docs.unrealengine.com]

See:

Paul