====== Shortcut ======
^ viewport ^^
| W | toggle wireframe display |
====== Intro to Houdini ======
* Houdini, a procedure oriented 2D,3D graphic application, with built-in package for a lot of simulation operation.
**Concept inside Houdini**
* it is all about asset, anything is a asset, (tool, shelf, node, parameter)
^ OTL || Operator Type Libraries |
| | hda | houdini digital asset, file format for asset library which contain lots of assets (Channel Editor, Motion View) |
| IDO || Internally Defined Operator, built node asset type in houdini |
| | Chop | (#vop) channel operation, basically a attribute driving network of nodes |
| | ChopNet |
| | Cop2 |
| | CopNet |
| | Dop |
| | Driver |
| | Object |
| | Particle |
| | Pop |
| | Shop |
| | Sop |
| | Vop |
| | VopNet |
^ VEX builder operatpr |
====== Setting and Configuration ======
* env file for environment setting
HOUDINI_PATH = "$HOUDINI_PATH;X:/myPath/houdini/HFS/16;&"
HOUDINI_OTLSCAN_PATH = "$HOUDINI_OTLSCAN_PATH;X:/myPath/houdini/HDA_Libs/otls;&"
HOUDINI_TOOLBAR_PATH="$HOUDINI_TOOLBAR_PATH;X:/myPath/houdini/ToolBar/16;&"
* icon path
icon format: svg or PNG_20x20_pixel
custom icon should be in: HOUDINI_UI_ICON_PATH
* $HOME/houdiniX.Y/config/Icons
* $HOME/Library/Preferences/houdini/X.Y/config/Icons
system icon is at
houdini_19_app_path\houdini\config\Icons\icons.zip
houdini_18_app_path\houdini\help\icons.zip
* start houdini with init script (optionally in full path)
houdinifx.exe X:\myPath\123.py
* houdini start will run 123.py, new session will run 456.py, it will always run pythonrc.py in its search path.
* houdini python path environment variable "HOUDINI_PATH"
* Houdini project env variables
^ $HFS/houdini, $HH | houdini environment |
^ $HSITE | store shared houdini resource |
^ $JOB | current work job directory |
^ $HIP | readonly houdini internal scene variable, last saved path |
* list all configuration of houdini in Shell: hconfig -ap
===== Houdini Package =====
* ref: https://www.sidefx.com/docs/houdini/ref/plugins.html
====== Tutorial ======
* Rohan Dalvi on Vimeo: http://vimeo.com/rohandalvi
* Go Procedure on Vimeo: http://vimeo.com/goprocedural/channels
* PQ Houdini Tutorial on Vimeo: http://vimeo.com/channels/54102
* Flexible Muscle-Based Locomotion: http://vimeo.com/channels/proceduralism/79098420
====== Houdini GUI Tool Develop ======
* PySide/PyQt Custom GUI sample:
* http://www.sidefx.com/ja/docs/houdini14.0/hom/cookbook/qt/
* HOM: Houdini Object Model API reference for data access in Houdini
* http://www.sidefx.com/ja/docs/houdini14.0/hom/cookbook/
===== Concept of Node under root hou =====
* Houdini is same node concept as Nuke when access objects in application, based on a root node "hou" to access object under it,
* in Maya.cmds, you are calling Maya to return the data of the object by object string name instead of the object itself
* while OpenMaya api and PyMel in Maya is more like same node concept
====== Houdini Digital Assets - HDA ======
* houdini digital asset is like a group of node functions and saved as a big single node, like Gizmo in nuke.
* doc ref: https://www.sidefx.com/docs/houdini/assets/namespaces.html
* Make Your Own Houdini HDAs: https://www.youtube.com/watch?v=0uCrncu6_cY
* HDA naming convention, (asset's internal name)
* operator name: [namespace::]node_name[::version]
* operator name with sub category: [namespace::]node_category/node_name[::version]
* operate label: Node Name (as shown in menu)
* HDA appearance in menu category:
* HDA asset's Type Properties panel > Interactive tab > Shelf Tools tab > Context tab > Tab submenu path: BigFolder/SubFolderLike
* also optionally to check OBJ, SOP, DOP alike content type filter
* show HDA path info in panel
* Window > Asset Manager : Configuration tab > asset definition toolbar = show always