Houdini Basics - 6 Tips and Tricks when working with Houdini Digital Assets!

แชร์
ฝัง
  • เผยแพร่เมื่อ 1 ม.ค. 2025

ความคิดเห็น •

  • @Factualfiction
    @Factualfiction 3 ปีที่แล้ว +13

    For those who may be lost in the last example, the Handles Tab has been moved under the Interactive tab

  • @TheBaldMansWay
    @TheBaldMansWay 3 ปีที่แล้ว +2

    0 dislikes. Awesome!

  • @anthonysvfx8424
    @anthonysvfx8424 5 ปีที่แล้ว +5

    Clear and concise, per usual. Thank you!

  • @lonequark2224
    @lonequark2224 4 ปีที่แล้ว +4

    Took a while to figure out how to point to an asset's embedded files from nodes that are nested inside other geo nodes or subnets inside of that asset:
    opdef:../..?xyz.bgeo, for example
    .
    Thanks for the upload - very helpful

  • @sams_3d_stuff
    @sams_3d_stuff 5 ปีที่แล้ว +3

    The best when it comes to Houdini Engine. Rock on Kenny!

  • @yusrighouse
    @yusrighouse 2 ปีที่แล้ว

    Amazing tips. Flexible UI and Handles are definitely the top tips for me!

  • @IDAVFX
    @IDAVFX ปีที่แล้ว +1

    Pure Gold :)

  • @rickericksondesign
    @rickericksondesign 5 ปีที่แล้ว +1

    HDA's here we come! Thank you very much

  • @YuuJer
    @YuuJer ปีที่แล้ว

    this is cool. is there an easy way to add multiple handles to an HDA?

  • @shivdholakia
    @shivdholakia 4 ปีที่แล้ว +1

    Thanks for the good tips, very helpful!

  • @cepwin
    @cepwin 2 ปีที่แล้ว +1

    Exacted what I needed to solve a problem I was working on!

  • @benjaminyde
    @benjaminyde 5 ปีที่แล้ว +1

    Always good and handy tutorials! Love it!

  • @tomaskrejzek9122
    @tomaskrejzek9122 ปีที่แล้ว

    Hello, can you please help we with making snapping handle, when I want to place my digital asset? Goal is to hit enter on created digital asset and snap it to another object. Thanks

  • @damegamisama
    @damegamisama 3 ปีที่แล้ว +1

    Cool! Thx a lot!

  • @demonhunter4709
    @demonhunter4709 5 ปีที่แล้ว +1

    really cool stuff😱😍

  • @adproproductions2038
    @adproproductions2038 2 ปีที่แล้ว

    great video, thanks.

  • @massimobaita7178
    @massimobaita7178 4 ปีที่แล้ว +1

    Thank You very much!

  • @n000Face
    @n000Face 3 ปีที่แล้ว +1

    If I've already made a SOP level HDA is it possible to convert it to an OBJ level and keep the interface I've already built?

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว

      Unfortunately I have not found a way to do that.

  • @kentonrelph3581
    @kentonrelph3581 5 ปีที่แล้ว +1

    Hi, I am desperate for help.
    Lets say I've created a simulation. Fluid, pyro etc.
    How do I take that group of nodes and add them to a subnet and make all references relative within the subnet? ../../subnet
    So that I can save an HDA without breaking the sim
    Please help :)

  • @pawpotsRS
    @pawpotsRS 3 ปีที่แล้ว

    for the opdef when you import in game engine the file is included in the houdini output, so `if` you want to share the hda with file in something like google drive then use opdef if for game engine importing it there and commit it's good to go?

  • @sudarshants
    @sudarshants 3 ปีที่แล้ว

    Need to add Custom Handel with connects with scale and center of the box object . how to do that

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว

      Handles are created in the type properties window of your hda.

  • @dipankarbiswas033
    @dipankarbiswas033 3 ปีที่แล้ว +1

    u r awesome

  • @TeotiGraphix
    @TeotiGraphix 5 ปีที่แล้ว +1

    Solid, HDAs are, well, pretty cool. :) Thanks Kenny!

    • @IndiePixel3D
      @IndiePixel3D  5 ปีที่แล้ว +1

      no prob at all! always more than welcome! :-)

  • @picosdrivethru
    @picosdrivethru 3 ปีที่แล้ว

    How does HDA performance compare to say Maya api in terms of coding in your native application? I'm assuming its a bit slower maybe, but since engine is a alternate process it could be good?
    Also whats the memory overhead of running houdni engine? Just curious, I'm debating between using engine vs native development, obviously engine is much quicker regarding development time.

    • @IndiePixel3D
      @IndiePixel3D  3 ปีที่แล้ว +1

      Itll definitely be slower than anything you make natively in a dcc application. That being said, trying to recreate all the functionality that houdini offers to HDAs, would take years to replicate. If you're making simple scattering tools, then that is easily done with python in maya. But when it comes to generating things like buildings with interiors, whole landscapes, hengine is the fastest way to get to final tool.

  • @angelfucaraccio9191
    @angelfucaraccio9191 4 ปีที่แล้ว

    Hi, I´m trying to load a jpg image for a texture but it´s not working. Loaded it in the extra file section and in the principled shader added in the texture "opdef:..?Alvin_Diff_low.jpg" Does it work different for textures?

    • @IndiePixel3D
      @IndiePixel3D  4 ปีที่แล้ว

      It totally works for textures. I'd have to see your hda. You can always reach me through the indie-pixel website contact form.

    • @angelfucaraccio9191
      @angelfucaraccio9191 4 ปีที่แล้ว

      @@IndiePixel3D OK, just testing different things from the help page this worked out "opdef:/Object/Alvin_Rig?Alvin_Diff_low.jpg" This is not friendly :/ Thanks for your video.

  • @ReynorMarshall
    @ReynorMarshall 4 ปีที่แล้ว

    I have a error: "enough sources specified." I don't know what it is... Please help :(

    • @IndiePixel3D
      @IndiePixel3D  4 ปีที่แล้ว

      That just means the node you are working with requires an input. Is this an hda you made?