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Daz Studio to Houdini Processing Tools (with Arnold)

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Daz Studio to Houdini Processing Tools

DazHouHeader

Overview

The Daz2Houdini Neo Processing Tool is made to help Import Daz3D FBX exports, into Houdini and to prepare shaders/rops/lights/animation. (As Of VER:01.00: Only Supports Arnold for Shaders and ROPs.)

Quickstart

You can follow this link for a quickstart guide.( https://echopraxia.co.uk/blog/daz-studio-daz3d-to-houdini-arnold )

Contents

Installation

Requirements

Showcase

Licence

Requirements

VER:01.00 Modules:

Note PIL is included with Houdini 18/18.5 and 19 (Python2 and Python3). (Tested)

Qt Module is included.

This Python Tool was written for use with Python 2.7 in Houdini however it should be Python 3 safe with Houdini 19 Builds.

Installation

Tested on Windows OS.

Manual Install

Download the repo and then; Copy the Folders echopr and packages to /Documents/Houdini{Houdini_Version} (example, Documents/Houdini19.0) . In Houdini, Create a New Shelf Tool with the following code in the script section.

import mainWindow

mainWin = mainWindow.H2Dz()
mainWin.resize(361,520)
mainWin.show()

Options: Name : Daz2Hou_Neo Label: Daz 2 Houdini Neo Icon : $Daz2HouNeo_echopr_PATH\Assets\daz_ico_64.png

Windows OS Easy Installer.

InstallerUi

Note: Qt Module is auto-installed if not detected in installation folder.

Use the Provided Program to allow the program to auto install the files to local system. Please Follow the instruction on the Program.

Install the Node Shape. (optional)

Please Copy the Daz3DLogo.json file to {HOUDINI_INSTALL_LOCATION}\houdini\config\NodeShapes This is optional to get the Daz Logo nodeshape for easy location of networks create by the tool. NodeShapePreview Preview of Nodeshapes in Houdini.

Functions

The majority of the tool works by first Selecting a Node from the Network View and then, Interacting with the UI Window.

DazUIWindow

The Main Menu Window 'floats' in a smaller version while a child window is spawned. To open the Main Menu Window again to its larger size, there is a Expand menu bar that is visible on mouse over. Please note that you can open all three working windows at once and that Closing the Main menu will also close all child windows.

All Child Windows are configured to be resizeable with minumum size contraints the only limiting factor.

Geometry

geoui

  • Import FBX

    • Import an FBX to Subnet into OBJ Level.
  • Create GEO from Subnet

    • Creates a new GEO Node into OBJ Level from the Subnet Selected.

    • Node Structure:

      • OBJ MERGE (Per Geo Object in Subnet)
      • MATERIAL SOP (Per Geo Object in Subnet)
      • MERGE (Master Merge)
      • NULL (OUTPUT_NULL)
  • Scale Geometry/Subnet

    • 1.0 - Set Uniform Scale of SOP to this Value
    • 0.1 - Set Uniform Scale of SOP to this Value
    • 0.01 - Set Uniform Scale of SOP to this Value
  • Preview Subnet (Ui Change Occurs)

    • Switches to another page on UI.
    • Shows All geometry nodes inside of a Subnet selected.
  • Experimental Tools (Ui Change Occurs)

  • Create Hair Groom Geo (VDB+Density)* * Creates a New GEO Node in OBJ Level from Selected Geometry node. * Node Creates a setup for hair with a VDB Output and Density Output that are to be configured by the artist.

    • Lock Obj Merge Nodes in GEO * Sets the Lock flag on all OBJ Merge Nodes inside of a Selected GEO node if found.
    • KineFx from Subnet*
      • Only Works in Houdini 18.5 and up, as KineFx was introduced in this release.
      • Creates a Network from Selected Subnet Node for Animation Re-target. (Requires Setup by Artist for full control.)

( * Asterisk Objects are Experimental)

Shader

shopui

  • Convert to Arnold Material

    • Selectable Nodes Include: Subnet, Geometry, Material SOP.
    • Converts the Selected Node to check for materials SOPs inside and convert them to Arnold Materials in SHOP level.
  • Create Arnold Shaders

    • Create Arnold Wireframe/Occlusion Material in SHOP.
    • Create Arnold Hair Material in SHOP.
    • Create Arnold Skin Material in SHOP.
  • Texture Map Menu (Ui Change Occurs)

    • This Is a Tool that allows the quick assignment to Image Node inside of an Arnold Shader.

    • Select Arnold Shader:

      • The Selected Arnold Shader If contains an Image Node, Will load all found Image Nodes into the Table.
    • Load Directory Textures:

      • Prompts User to Locate Folder for Texture Maps. Supported Formats [.jpg, .png, .bmp]
      • Loads Texture Maps Details and Preview into Table.
    • Usage:

      • Load a Shader with Image Nodes and Load Texture Directory.
      • Double Click the Image Node from the Left Table.
      • Double Click the Texture Map from the Right Table to Assign Map to Image Node.
      • NOTE: Paths are NOT relative as of VER:01.00

Render

ropui

Create Lights

  • Create Arnold Lights Menu: (Ui Change Occurs)
    • Each Button Creates an Arnold Light at OBJ Level with a unqiue name based on the Light Type shown on the Button.
  • Arnold Light Tool V2.1 [BETA] (Ui Change Occurs)
    • This is an Implementation of the Arnold Light Tool With Improvements to code.
    • This Tool allows the selection of Multiple Arnold Light Objects and the ability to batch affect thier Values for Colour, Intensity, Exposure, AOV Light Group and Target Object. (Features a Colour Preview.)

Create ROPs

  • Create Arnold ROP (Default)

    • By Default, a Standard Arnold ROP will be created in OUT with a unique name to differentiate that it was made by this tool.
  • Advanced ROP (Ui Change Occurs)

    • AOV Groups
      • These are Checkboxes that allow the addition of AOVs to a Selected Arnold ROP. (Note: it will skip any AOVs that are already present on the ROP)
      • Create Arnold ROP with AOVs: Creates a New ROP in OUT with a unique name and the selected AOVs from the checkboxes ticked.
      • Apply AOVs to Selected Arnold ROP: Create AOV Entries for the Selected Arnold ROP.

#Debug

This Menu was used to Test various Items of Code and UI Elements, Not Intended to be Used outside of Development.

Showcase

ShowcaseImage

Licence

MIT