When developing python tools for Houdini it is often more convenient to use an external IDE. However we do not want to miss Houdini’s neat auto-completion. In this quick post I will show how to set-up Visual Studio Code (Code) auto-completion for hou module.
in this post I will show a quick way of adding auto-focus support to Houdini camera. By setting a target, following couple lines of code will determine correct distance to focus on. This approach will work for any renderer.
Feel free to check a tutorial I was preparing during last couple of days 🙂
It contains a lot of useful snippets, with examples and explanations in comments. I included there things that I found confusing or not very clear. You might not need to remember all of this stuff, but now you know where to look it up.
Link to tutorial.
You can take a look at the project HIP file, or use the website for a quick look and for reference.
Let me know what you think and suggestions and critique is welcome.
In this short post I will show how to speed up saving of scenes.
When saving large Houdini project files, especially with locked FBX data in nodes, it might take up to couple of minutes to save a scene on a network location. It is really annoying when whole Houdini session freezes and an artist has to wait till everything is written down to the disk. It also discourages artists from doing often incremental saves which might lead to loss of work.
Fortunately Houdini has a way to change this behavior – by enabling HOUDINI_BUFFEREDSAVE environment variable. (More about this topic here) Simply setting this value to 1 will make saving of your scenes much faster and less annoying.
On windows add this line to your starting script:
I am not aware of any disadvantages of using this option so I am not sure why so useful option is disabled by default. Make sure to include it in all your setups.
Like many other applications, Houdini’s configuration can be modified by using environment variables. It is a very useful way of creating different Houdini setups for different purposes – let it be different projects, different plugin versions, sandboxes for testing assets, personal configurations, etc. While this post is written for Houdini and have examples for windows and linux, it is applicable for any other application and operating system.
In this post I will describe how to write a simple Houdini node operating on VDB volumes. It is a result of my recent HDK explorations and the purpose of the node is to activate voxels in VDB volume based on input points. Right now it is not possible to activate a voxel at certain position in a VDB volume through VEX and VDB Activate node does not take as input points positions (it will activate voxels within bounding box if geometry is fed into the second input). I will try to describe the process as simple as possible, so even if you do not have much experience with C++ hopefully you will be able to follow along 🙂