seyed Ali Hossein Izadi

seyed Ali Hossein Izadi

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Recent Forum Posts

Copmponent Output and thumbnail issue Sept. 2, 2025, 4:29 a.m.

In general, when we want to generate and save an asset using the Component Builder, after clicking *Save to Disk*, a thumbnail is created inside the asset’s folder.
The issue is that the two files `.usda` and `.png` are saved with the generic name **thumbnail**. Then, when we try to load these assets via *Add Asset Directory*, since the thumbnails weren’t saved with the asset’s actual name, the system generates new thumbnails again for those assets.

This becomes a problem if we had already created our own custom thumbnail (for example, with a specific camera angle or lighting setup), because we can’t use that custom thumbnail in the Asset Gallery.

Interestingly, this issue does not occur when the asset has variations — in that case, all thumbnails are saved with their respective variation names. However, this problem remains for single (non-variation) assets.

To solve this, I went into the **Component Output** node and changed the **Override Output Image** setting in *Thumbnail Render*, as well as the **Output File** option in *Save Thumbnail Scene*. Instead of saving them as `"thumbnail.png"` and `"thumbnail.usda"`, I replaced them with:

```
chs("../rootprim") + "_Thumbnail.png"
chs("../rootprim") + "_Thumbnail.usda"
```

This way, both files are saved with the asset’s actual name, preventing issues when loading them back into the Asset Gallery.

I just wanted to report this so that the dev team could make a small fix for it.

Vellum Cloth Collision Issues Jan. 2, 2024, 9:24 a.m.

it's my experience, that sometimes you need to increase global substep to better detect collision objects.
another thing is what type your collision object (the character) is if that is imported. (( alembic, USD))
because it needs to increase its substep from the source that it was animated.

Pyro multi color issue Jan. 2, 2024, 7:49 a.m.

seyed Ali Hossein Izadi
Hi, i have issue with using Cd and alpha channel to get multi color in my pyro.

i anabled color and alpha in my pyro burst and set them in solver source as blend, but i get this black flickers in beginning of my explosion, i even see them in render unless i give karama pyro material to it.

what is the problem? where am i wrong?
Image Not Found

well, I've got my answer with more effort, i have to turn on 'color' in field tab in the solver. ( thanks, my yellow ducky )