Here is a little summary (and guide), how i render Karma jobs on Deadline and Husk – Directly from Houdini USD-ROPs in Solaris. The Standart Deadline Submitter/Implementation uses Hython to start Houdini render jobs. BTW, im using Deadline Version 10.1.18.4 Why Husk not Hython? Like Husk, Hython is a Command line tool as well. Its
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Gitlab Repository: https://gitlab.com/e_noni/ns_startup https://gitlab.com/e_noni/ns_startup_server (chat server beta) Note: this Tool is closely based on my way of working, naming stuff and organizing my files/apps. You need some knowledge of Python to manage this to get ready for your Workplace. (Windows only) This python script was created to starting Houdini easily with the right Workgroups/Renderers etc.
Here are some kind of ideas for simplifying the texture handling from Substance Painter to Houdini. Therefor i use the gallery preset system and create a little prototype of script to add all baked maps from Substance Painter, with one click. This snippet is a bit low-end but i guess usefull for other automatism, as
Create a shelf tool – you can just drop a bunch of nodes to a shelf and voila… so the houdini docs. In some cases it works in some it doesn’t. I tried a small script. Python Code (Prototype):
THE WEDGE STUFF IS DEPRECEATED SINCE SIDEFX LAUNCHES PDG Today a snippet of a HDA im using every time. Handles all my caching stuff and working in conjunktion with ns_Version. Usage Demo with a simple particle setup: 00:00 – 03:10 Basics, caching on Deadline03:10 – 04:48 Take/Wedge system Some specs:– Fast naming, organizing, copying for
A little Python/PyQT script that gather & copy Texture(s) from your Softimage/XSI scene to specific folder. some notes for ns_Gather Textures Version 0.1: -supports Sources in Materials, Sources in TextureMaps-Properties & Sources in Lightshader (Sources on Camerashaders, Volumeshaders, Environmentshader & Rotoscopes will follow) -supports Texture Sequences with any kind of Padding -supports UDIM Sequences in .1001.
ns_Version is a python script that allows you to versioning your scene related data. That includes the XSI scene itself, renderpictures, captures & ICE caches. You can organize it with a bunch of subfolder possibilities which placed it in the common XSI scenefolder structure. There are also some handy tools/scripts included. ns_Version v0.52 :