Archived post by mysterypancake

dumb cops question – does anyone know how to get the size of the volume in hscript?

i thought volumeres but no luck 🙁

finished prefix sum, now around 15x faster 👀

also the iterations can be animated now

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20263801/12/26/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20263801/12/26/prefixsum.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20263801/12/26/cops_fast_prefixsum.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20263801/12/26/prefixsum_animate.webp

Archived post by kolupsy

a while ago I thought it would be fun to try and optimize the “equalize” node. It’s not perfect since I don’t think cops allows image inputs of different sizes but it seems to run faster than the builtin “equalize” node by using a more parallel-friendly algorithm. Thought I’d drop that here in case anybody is interested

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260001/10/26/cops_fast_normalize.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260001/10/26/image.png

Archived post by igor.elovikov

i usually do this:
“`py HOU_SEVERITY_MAP = { logging.DEBUG: hou.severityType.Message, logging.INFO: hou.severityType.ImportantMessage, logging.WARNING: hou.severityType.Warning, logging.ERROR: hou.severityType.Error, logging.CRITICAL: hou.severityType.Fatal, }
class HouLogHandler(logging.StreamHandler): def __init__(self): super().__init__(self)
def emit(self, record: logging.LogRecord): hlog_entry = hou.logging.LogEntry( record.msg, source=record.name, severity=HOU_SEVERITY_MAP[record.levelno], ) hou.logging.log(hlog_entry) “`
now i can connect this handler to builtin logging:
“`py import logging
logger = logging.getLogger(“GLTF Exporter”) logger.handlers = [HouLogHandler()] # or adding handler to default stdout if i’m headless logger.setLevel(logging.DEBUG)
logger.info(“GLTF Exporter imported”) “`

Archived post by shadeops

Prior to Houdini 21, when ever you installed an HDA to your hip, `hou.hda.installFile()`, it would internally run the `dsreload` hscript command which rebuilt all the shelves and toolbars. Which for one HDA isn’t expensive. But this would happen for every HDA installed, and the more HDAs you installed the longer it would take. So they added a hou.hda.installFiles() as a way to batch it, which triggers a single `dsreload` at the very end. Internally when loading a hip the same thing would happen, so they changed the hip file loading to batch load them as well.

Archived post by will1059

Hey, This is a bug. The blenshape animation does exist on the skeleton. It just needs to be invoked. Simply bypassing the skeleton blend in the unpack character will fix it. This is being fixed 🙂

Here is a basic slider setup.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250712/03/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250712/03/25/apex_rig_to_solaris_as_usdskel_plus_blendshapes.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250712/03/25/output.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250712/03/25/mouth.zip