Instance Objects By Bundle Members

Hey!

I made a simple setup that reads the members of a bundle and copies the oppath as an instance attribute to points. When dealing with a huge amount of instances, it’s super easy to manage those instance masters. Click here to download the scene. InstanceByBundleMembers

Quick Edit: Please add the line oInstances.sort() to the Python SOP. With this line, the instaces will stay the same. Otherwhise it could be, that python reads the bundle members in another way from time to time.

Rolling Coin SOP


For a current Job I’d to make a rolling coin setup. All transforms and rotations are done on SOP level with VOPs. Feel free to grab the hip file and to try it out. Quick node, currently it’s just working with round shapes. rolling_coin_setup

Houdini: Jump to Material

Hi!
If the scenes get more and more complicated, material selection gets time-consuming, too. To speedup the selecting and navigating networks, I’ve build a shelf tool, that lets you jump directly to the corresponding material of an object. Please have look at my video. I’m explaining the installation and functionality. Hopefully that makes your navigation, during the shading process more comfortable.

  
#Import Modules
import toolutils
import hou

#Set Variables
selected_node = ""

#Define type arrays
MAT_Detect = ["redshift::Material","redshift_vopnet","principledshader::2.0","materialbuilder","arnold::standard_surface", "arnold_materialbuilder"]
Sel_Detect = ["geo","instance"]

#Get the Selected Nodes
selected = hou.selectedNodes()

#Check if there is something selected 
if selected:
    #Compare first selected objects type with the valid object types
    if selected[0].type().name() in Sel_Detect:
        #Set the selected node. Just the fist is valid
        selected_node = selected[0]
    #Force the user to select an object, if the current doesn't match the selection type
    else:
        #Clear the selection
        hou.clearAllSelected() 
        #Promt the user to select an new object
        prompt = toolutils.selectionPrompt(hou.objNodeTypeCategory())
        scene_viewer = toolutils.sceneViewer() 
        selected_objects = scene_viewer.selectObjects(prompt)
        #Check if an object is selected
        if selected_objects:
            #Set the first selected node to variable
            selected_node = selected_objects[0]
        else:
            #Output an Error
            hou.ui.displayMessage("Nothing Selected")    
#Force the user to select an object, because nothing is selected
else:
    #Promt the user to select an new object
    prompt = toolutils.selectionPrompt(hou.objNodeTypeCategory())
    scene_viewer = toolutils.sceneViewer() 
    selected_objects = scene_viewer.selectObjects(prompt)
    #Check if an object is selected
    if selected_objects:
        #Set the first selected node to variable
        selected_node = selected_objects[0]
    else:
        #Output an Error
        hou.ui.displayMessage("Nothing Selected")
    

#Check if the selected_node variable is not empty
if selected_node:
    #Compare selected_node's type with the valid object types
    if selected_node.type().name() not in MAT_Detect :
        #Convert Releative Pathes to Absolute Pathes
        matPath = selected_node.parm("shop_materialpath").eval()
        #Set the targetpath to the node variable
        node = selected_node.node(matPath)
        #Check if node is valid
        if node:
            #Look for child Objects
            if node.children():
                #If there are children, replace node with the fist child
                node = node.children()[0]
        else:
            #Output an Error
            hou.ui.displayMessage("Empty material path")
         
    else:
        node = selected_node
        #Look for child Objects
        if node.children():
            node = node.children()[0]

    #Check if the material node exists
    if node:        
        #Set some Variables
        pane = ""
        index = 0
        #Loop over the active panes
        while pane is not None:
            #Search for the first network editor
            pane = hou.ui.paneTabOfType(hou.paneTabType.NetworkEditor, index) 
            #Loop over the panes
            if pane is not None:
                #Get the current state
                ID = pane.linkGroup()
                #Looking for Linkgroup1
                if str(ID) == "paneLinkType.Group1":
                    targetPane = pane
                    switchorselect = 1
                #Looking for FollowSelection
                if str(ID) == "paneLinkType.FollowSelection":
                    targetPane = pane
                    switchorselect = 0
                #Looking for Pinned
                if str(ID) == "paneLinkType.Pinned":
                    targetPane = pane
                    switchorselect = 2
            index += 1
       
        #If there is a PaneType Group1 
        if switchorselect == 1:
            #Set the current Node
            targetPane.setCurrentNode(node)
        #If the PaneTypeState is set to Follow selection
        if switchorselect == 0:
            #Selet the material
            node.setSelected(True, clear_all_selected=True)
        #If the PaneTypeState is set to Pinned
        if switchorselect == 2:
            #Retun an errror
            hou.ui.displayMessage("The PaneType is set to Pinned")

Houdini: Animation Editor with just animated channels

Hey!

Everyone who is coming from a Maya/Softimage background is wondering why the Houdini ChannelList has this strange scoping behavior. It loads by default all parameters with auto-add into the ChannelList.

To get only the animated ones there is an option:

I have prepared a script, if you want to stay with the default behavior (Add Parameters With Auto-Add to Channel List flag), but want the option to load the Animation Editor with just the animated parms.

First select the Nodes with the animation you want to edit. Then run the script. You’ll notice the script scopes/unscopes the channels, and leave you with a clean animation editor.

The script was a nice finger exercise 🙂

 

  
import hou

if hou.selectedItems():
    oSel = hou.selectedItems()
    for oObj in oSel:
        for parm in oObj.parms():
            if parm.isTimeDependent():
                parm.setScope(1)
            else:
                parm.setScope(0)
                try:
                    if str(parm.expression()) == "linear()":
                        parm.setScope(1)
                    if str(parm.expression()) == "bezier()":
                        parm.setScope(1)
                    if str(parm.expression()) == "constant()":
                        parm.setScope(1)
                except:
                    parm.setScope(0)
else:
    print "nothing selected"

animationEditor = hou.ui.curDesktop().createFloatingPanel(hou.paneTabType.ChannelEditor)
animationEditor.setName("Animation Editor - Selection")