Sometimes you just want a clean interface with the main parameters you intend to manipulate. Take for instance a Point VOP. It has all that extra stuff you are not going to touch. Maybe you are creating tools for artists to use. In this case, you just want to expose the main parameters for your tool. Well, let’s make parameters invisible. Make Parameters Invisible In order to hide parameters, all you have to do is open up the Parameter Interface window, select all the parameters you want to hide from the main interface and check the Invisible option on the […]
If you have all your nodes scattered around your network view, you can hit the hotkey l and Houdini will layout your nodes as it sees fit. However, you can also choose the direction of laying out the nodes yourself. Laying Out Nodes in Houdini Hold down the letter a on your keyboard and then swipe from the node left, right, up or down. Nice!
You see all those cool kids with their Houdini color pane headers? Do you want your Houdini interface to look like that? Sure you do. Color pane headers are just one click away. Color Pane Headers Open the Houdini preferences and check the Color Pane Headers with Network Contexts. Done.
We are going to take it easy on this #QuickTip with some Houdini playbar basics. We last tackled a lengthy Python series so you may still be digesting those. It was also a tough week in my neck of the woods. We had Irma, a category 4 hurricane pay us a visit. Luckily, I just had a minor leak in one of the rooms from the rain and power was only out for a day. I was lucky. In a previous storm a few years back, I was without power for a month. Key Selection The first thing you need […]
We’re going to wrap up our Python and Houdini start up scripts series by addressing one last thing in our script. While our script worked upon launching Houdini, it did not appear to run when creating or opening an existing .hip file. We’ll address this issue in a couple of ways and introduce a few new concepts along the way. This is a bit dense so grab your Yoo-Hoo. If you need to catch up, here are the posts: Python and Houdini Start Up Scripts – Part 1 Python and Houdini Start Up Scripts – Part 2 Python and Houdini […]
Previously on the Six Million Dollar Man we talked about Python and Houdini start up scripts and how to go about creating them. If you need to catch up, have a look at part 1 for details. In this second part we are going to focus on refactoring the code and working a bit with Python functions. If you need to catch up, here are the posts: Python and Houdini Start Up Scripts – Part 1 Python and Houdini Start Up Scripts – Part 2 Python and Houdini Start Up Scripts – Part 3 Refactoring Once you get your scripts […]
Upon starting a new Houdini session, the first thing I do is put down a camera node along with a ROP node in my scene. After a while, this can get a bit tedious. Not a big deal but why not automate it with Python and Houdini start up scripts. Let’s create a Houdini start up script that creates these nodes for us when starting up and sets some parameter values. I’ll break this up into two #QuickTips. In the first one all we want to do is get the script working. In the second #QuickTip, we will clean up […]
Since the beginning of time, Maya users have had the ability to echo all the commands that are executed by the application within the script editor. If you recall, Houdini provides similar functionality through the commandecho HScript command. That’s great for when you are just starting to place down nodes. However, what happens when you already have a node hierarchy done and would like to recreate the network with a script? Maybe you want to recreate the network at a future date, pass on the script to friends and family members at cocktail parties, or use with other pipeline scripts? […]
Here are a couple of handy Houdini viewport attributes you can use for when scenes start to get a little complex or when you want to isolate certain geometry objects. It can also work as a debugging aid of sorts. Set Up In order to set up these attributes you need to place down an Attribute Wrangle. Simple enough. However, the key is making sure you set the class or the Run Over parameter to Detail. Remember Detail attributes run over your whole geometry as opposed to Points which runs over… POINTS! 🙂 gl_wireframe The gl_wireframe attribute sets your geometry […]
I’ve been getting quite a few emails regarding VEX and what certain things mean in the language. The questions have to do more about programming fundamentals than VEX. I know VEX is all the rage right now and for many, VEX is probably the first time trying out any kind of scripting. As a result, I’m going to do some tips on programming basics and the things you might run across while working with VEX. First, it seems there is some confusion about the difference between attributes which use the @ symbol and regular old variables that don’t . I […]
Having worked with Toon Boom’s Harmony software, one feature I really like is the ability to move the pivot of an object to scale or rotate without permanently moving the pivot point. We are in luck because Houdini gives you this ability. Transitory pivots allow you to just move the handles of an object to scale or rotate relative to that point and still have the original pivot in place. Basic but useful. Detaching Handles Moving the pivot in this way is very different than actually moving the pivot. In this scenario, we are just moving the pivot for a transitory period while […]