kevinthebright
I just want to know what's in the list at the end after it did a fade to black...
It's exactly the same list, I did comparison line by line
kevinthebright
I just want to know what's in the list at the end after it did a fade to black...
habernir
i wonder how out-of-core will work , because in kerma xpu lecture that was last month he said that one of the device can fail when outofmemory but when i think about it the idea of out-of-core its to use RAM (switch data between RAM and vRAM like redshift) ,
soo anyone know how it will work in h20?
brianstamte
thanks brians, that's good to know, however such "Light Source" doesn't seem to show up in Light Linker or Light Mixer also can we tag lights and objects for LPE's and would such "Light Source" lpe tag work as a light tag?
Hi Tomas
Those features are not supported yet. Once Pixar have done the work necessary for Hydra to support geometry-lights, then we will be able to move forward on them. We don't have a firm date on when that'll be unfortunately, at this stage it will not be in 18.5 at least.
Thanks
Alexey_Vanzhula
Just a simplified script:EDITORS = { 'PyCharm' : 'C:/Program Files/JetBrains/PyCharm Community Edition 2021.1.1/bin/pycharm64.exe', 'Sublime' : 'C:/Program Files/Sublime Text 3/sublime_text.exe' } editor_id = hou.ui.displayMessage("Please choose your weapon.", buttons=tuple(EDITORS.keys())) editor_path = tuple(EDITORS.values())[editor_id] # set editor 1 for alt-e / HDA script edit hou.putenv("EDITOR", editor_path) # set editor 2 for right click edit in external editor with open(hou.homeHoudiniDirectory() + "/ExternalEditor.cfg", 'w') as f: f.write(editor_path)
lucast
Hi,
I went through all posts of this thread for the past two days, and I learned a lot!
So thank you to everybody
I first had an issue with importing hou module, but it was fixed thanks to those steps:
- Set $HFS to Houdini's installation folder
- Set $PATH to $HFS\bin
- Append $HFS\houdini\python%d.%dlibs to sys.path
All of that is already well explained in the documentation, but I still had weird issue with it: it couldn't load the DLL.
The main issue was found thanks to this:rvinluan
I think the problem might be the Python interpreter itself. It looks like it is built with an older compiler version so it probably cannot import the compiled _hou module or its library dependencies because they are built with MSVC 2015.
The reason being that I was excuting my Python script with Python 3.9.5.
BUT I had Houdini with Python 2.7 installed. So I installed Houdini with Python 3 instead.
After some tests, and thanks to rvinluan's post previously mentionned, I understood I also needed to match my Python version to the one shipped with Houdini.
This version is actually Python 3.7.4.
So I downgraded my Python from 3.9.5 to 3.7.4 and everything works fine now!
So huge thanks to everyone on this post who helped me a lot understanding how all of this works together
This node is designed for use with the Create LOD node. That node creates variants with generated names like LOD_0, LOD_1, LOD_2, and so on, where each variant is the result of using PolyReduce to keep a certain percentage of the original detail.
robp_sidefxjomaro
Even the "Scene Import" is not importing the material for me.
Can you provide a test scene for me to look at?
raincole
@robp_sidefx Thank for your reply, but:robp_sidefx
1 - Scene Import will handle SOP-level material assignment
I started this thread exactly because it doesn't work for me:Image Not FoundImage Not Found
Green material in /obj and SOP level. No material in /stage. A bug?
I attached the .hip file too.
By the way, I copy-n'-paste the whole SOP network into a SOP Create and this:robp_sidefx
2 - SOP Create wraps SOP Import and has a Materials tab with an "Auto-fill Materials" button (note it's a one-off, not a live-updating thing)
works for me, but SOP Scene Import doesn't work for the same SOPs. This leads me to believe it's indeed a bug.
jsmack
On your object merge, check 'Pack Geometry Before Merging' and be sureh that 'Add Path Attribute' is enabled.
Append a primitive wrangle and insert the code:string @path; s@shop_materialpath = chs(@path+"/../shop_materialpath");
Depending on if your merge was pointing to the sop inside the object or the objects themselves, the path may or may not end in the object name. If the path ends in the object name, you can omit the '/..' from the last line of the code. If your paths are mixed and matched, you may want to use a python sop instead and loop over the paths in a more programmatic way.
Edit: There appears to be a bug with the path generated when using wildcards. If using a wild card in your object merge's object pattern, enable 'create Per-primitive path' and use the name specified in the 'path attribute' parameter (objname by default) in place of 'path' in the code above.