Ognyan Tsonkov
OgnyanTsonkov
About Me
Sr Technical Artist @ Activision
EXPERTISE
Developer
INDUSTRY
Gamedev
Connect
LOCATION
Bulgaria
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Interactive Nodes and Viewport control Feb. 19, 2022, 5:42 p.m.
Hey Tomas,
I know what you're referring to, but I mean, that's not what I'm trying to get.
I want this setup done inside an HDA, where the user won't just select attribpaint, but rather, enters paint mode in the viewport and then the geo switches to the paint geo, after which, when the user is done painting, goes back to the deformed geo.
The option I don't think is something that really works in my case.
I know what you're referring to, but I mean, that's not what I'm trying to get.
I want this setup done inside an HDA, where the user won't just select attribpaint, but rather, enters paint mode in the viewport and then the geo switches to the paint geo, after which, when the user is done painting, goes back to the deformed geo.
The option I don't think is something that really works in my case.
Interactive Nodes and Viewport control Feb. 19, 2022, 4:42 p.m.
Hello,
I'm trying to use attribpaint in one of my HDAs for inside Houdini.
I want to paint an attribute, which later gets used inside the HDA to influence the result that comes from another node.
An example scenario would be, using attribpaint, painting Height as an attribute and then after that having a Mountain SOP, which gets influenced by the paint.
Would it be possible, when using the node, to press Enter in the viewport and to render the attribpaint node, instead of the output, so I can see what I'm painting and then, after exiting the paint mode with the Esc key, to render the output node at the end of the HDA again, with my updated result?
I see many use cases where this might improve workflows in various HDAs.
Is it possible, in the "Node" section of the Operator Type Properties to set a default render node, when entering a Default state or something?
Any help would be really appreciated.
I'm trying to use attribpaint in one of my HDAs for inside Houdini.
I want to paint an attribute, which later gets used inside the HDA to influence the result that comes from another node.
An example scenario would be, using attribpaint, painting Height as an attribute and then after that having a Mountain SOP, which gets influenced by the paint.
Would it be possible, when using the node, to press Enter in the viewport and to render the attribpaint node, instead of the output, so I can see what I'm painting and then, after exiting the paint mode with the Esc key, to render the output node at the end of the HDA again, with my updated result?
I see many use cases where this might improve workflows in various HDAs.
Is it possible, in the "Node" section of the Operator Type Properties to set a default render node, when entering a Default state or something?
Any help would be really appreciated.
Houdini Engine Session FAILED - No License Jan. 21, 2022, 4:46 a.m.
hey mwstandsfor , I downloaded the same HEngine for UE5 and can't even get the session to start. I think it might not be finding my houdini license administrator potentially... How did you get yours to work?