The sidefx cookbook: https://www.sidefx.com/docs/houdini/hom/cb/pythonsop.html
Remember a python sop is like a wrangle, only obtuse. Generally speaking just use vex. A python sop is handy for esoteric things like reading in odd file formats and converting directly to geometry, or processing odd string and time formats into something more vex friendly for later on.
There's no implicit parallel processing here, so you usually have to setup a loop of some kind to read all the points or write all the points.
# add an attribute # don't do this in a geo loop! # the default value sets the type, so 1.0 is a float, but 1 is an int. geo.addAttrib(hou.attribType.Point, "id", 0.0) # get a detail attribute start = geo.attribValue('tmin') # get @ptnum, @numpt for point in geo.points(): print point.number() print len(geo.iterPoints()) # get a point attribute for point in geo.points(): print point.attribValue("Cd") # set an attribute for point in geo.points(): point.setAttribValue("Cd", [1,0.5,0])
Make a general python input window
Download scene: File:python_code_window.hip
The python console in Houdini is a live command line, which is great for some things, but doesn't allow you to enter multi-line code easily. Maya's script editor allows this, I wanted a similar thing in Houdini.
The python SOP looks like its the answer, but don't be fooled. Its the python equivalent of a point wrangle, its designed to process geometry, not do general node or UI fiddling (which is really what you'd want python for).
With the help of Luke Gravett, here's a way to make something akin to maya's python script editor. This is version 2 of such a thing, it's just a null with a text editor and a button to execute the code. An earlier version of this used an OTL/HDA, which was more fiddly than necessary.
- Make a null sop, name it 'my_python_code'
- parameter pane, gear menu, 'Edit Parameter Interface...':
- add a string parameter, label 'Code', enable 'multi-line string', language 'Python', set name to 'Code'
- add a button, label 'Run', change the callback method to python ('little dropdown at the end of the line), python callback is
- Hit Accept
Now you can type in code, click the button, make magic.
Get selected nodes
Get all upstream nodes
n = hou.node('/obj/grid1/null1') n.inputAncestors()
To filter that down to all ancestor nodes that are alembic nodes, for example:
[ x for x in n.inputAncestors() if 'alembic' in x.type().name() ]
Get point attributes from a node
From the node get its geometry, then its point attributes, then the short names of those attributes.
[ x.name() for x in hou.node('/obj/mygeo/mysop').geometry().pointAttribs() ]
To go one further and make a nice list to feed to an attribute delete node, use a join() with a single space, prepend with ^'s, and stick an asterisk on the front:
print '*',' '.join([ '^'+x.name() for x in hou.node('/obj/geo1/mysop').geometry().pointAttribs()])
* ^id ^Cd ^Alpha ^center ^orient ^P ^uniqueId ^materialId
Drag most things into the python window
Do this, and what you drag will be converted into the python text equivalent. This works for nodes, parameters, shelf buttons, most parts of the UI.
Write out mmb error text to file
Get parent vs get input
Parent in houdini means the container; ie if you have a subnet1, and inside is box1, if you ask box1 for its parent, its subnet1.
n = hou.node('/obj/subnet1/null2') n.parent() # <hou.SopNode of type subnet at /obj/subnet1>
If you have box1 connected to mountain1, and ask mountain1 for its inputs, you'll get box1 (as a list).
n = hou.node('/obj/mountain1') n.inputs() # (<hou.SopNode of type box at /obj/box1>,)
get attrib from point listed in group field of sop
So many layers of indirection!
# get list of nodes, here i've dragged a bunch of nodes into a node list parm i added to a python script node I created above nodes = kwargs['node'].parent().parm('nodes').eval() # for each node in the list: for n in nodes.split(' '): n = hou.node(n) # read the group field, here they're all in a format like '@myattrib=57-58' group = n.parm('group').eval() # use the handy globPoints function to convert that group syntax to a list of points for p in n.geometry().globPoints(group): # get the attrib we're after! print p.attribValue('awesomeattrib')
Create a cop file node for every subdir of a directory
Assumes a lot; that the image sequence within each folder is of the same name, and the parent folder only contains subfolders with images, no error checking is done, may contain traces of peanut etc...
import os dir = '/path/to/parent/folder' seq = 'render.$F4.exr' subdirs = [x for x in os.listdir(dir) if os.path.isdir(os.path.join(dir,x))] for d in subdirs: imgpath = os.path.join(dir,d)+'/'+seq filenode = hou.node('/img').createNode('file') filenode.parm('filename1').set(imgpath)
press 'save to disk' on a rop
Most rops (both for rendering and for saving geometry) have the main 'save to disk' button named 'execute', and to press a button you call pressbutton. Hence you can do this:
n = hou.node('/obj/obj1/my_fbx_rop/rop_fbx2') n.parm("execute").pressButton()
python expression for image path
Contrived example, more for the workflow than anything. Say you want to use python to generate the image path for a mantra rop.
- Alt-lmb click on the parm title to set an expression
- r.click, Expression -> Change language to python. The field will go purple to confirm this.
- R.click, Expression -> Edit expression. This brings up the multi line editor.
- Write your expression, the final output needs to be a return statement
- lmb on the parm title to see the evaluated expression.
Here's an expression to set the path from $HIP, but then go 1 folder up and across, and use pythons handy file path manipulations to see the full path rather than ../ stuff:
import os hip = hou.expandString('$HIP') dir = os.path.join(hip,'../elsewhere/renders') dir = os.path.abspath(dir) file = 'render.$F4.exr' return os.path.join(dir,file)