

Rename the node itself from 'primitive1' to 'set', and you'll see in the SGT its been renamed to /set.įor anyone familiar with Maya, this is the equivalent of making an empty group, naming it, and putting it at the top of your Outliner. In other words its at the top of the hierarchy, and $OS means its named after the node itself. The parameters for the primitive lop set its primitive path as /$OS. Look in the scene graph tree (SGT), you can see you have a tree with 2 things, HoudiniLayerInfo and primitive1. Mark Tucker has also been very patient with my idiot questions, has offered valuable advice and edits, thanks Mark.Īlso Lewis Taylor has been a great sounding board though all this offering great feedback and advice. If you see him at a Toronto Houdini user group, make sure to buy him a beer. He has his own website of more coder focused tips at, and is now in Toronto working at Tangent Anmation.

Ben developed a lot of the USD stuff for our pipeline at UTSALA in 2018, then was first to dive in and play with Lops and PDG in 2019, so many thanks to him. This should drop you to a new context, so in addition to obj, shop, mat etc, you have a new one, stage.Ĭredit where it's due, Ben Skinner did most of the work here, I just wrote it down. To get started, make sure to set your desktop to 'Solaris', so you can look at the scene graph tree and see what's going on with your object hierarchy. I've written these notes for people who are familiar with Houdini and have never touched USD, and only introduce the jargon as needed. Once you get familiar with Lops and USD it's not too scary.

From that perspective there'll likely be a lot of 'ahhhh, is that all there is to this?' moments, as this side of Lops is relatively straightforward. At the school where I teach we'll be using Lops this year for doing layout, creating sets, all that stuff, so this quickstart is heavily focused on that. The simplest take on Lops is that it's a procedural hierarchy editor.
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Once you've read that, feel free to come back here, should all make more sense. People seemed to like my JoyOfVex guide, so I've written a Usd guide in a similar style. 8.3 Which renderers have Hydra delegates.8.1.3 A big sequence in a small studio without USD.8.1 Why is USD interesting if I'm not a big studio?.6.7 Assign material Lop with shop_materialpath.6.6 Primitive selector click vs control click.

