Last updated 20 days ago
Generalβ
Add Self Publish Buttonβ
Setting Location:
ayon+settings://houdini/general/add_self_publish_button
Enabling this setting will cause Houdini creator to add a self publish button when creating new publish instances. More Info on how how the self publish button works here.

Update Houdini Vars on context changeβ
Setting Location:
ayon+settings://houdini/general/update_houdini_var_context
Allows admins to have a list of vars (e.g. JOB) with (dynamic) values that will be updated on context changes, e.g. when switching to another asset or task.
JOB Var: If JOB
is present in the Houdini var list and has an empty value, Ayon will set its value to $HIP

Update Houdini vars on context change : Disabling this setting will leave all Houdini vars unmanaged and thus no context update changes will occur.
(+) : add new Houdini variable
Var : The Houdini variable you want to add. No need to include
$
.For consistency reasons we always force all vars to be uppercase. e.g.
myvar
will beMYVAR
Value : The value you want Ayon to maintain.
You can use these tesmplate keys.
Refer to FAQ below to learn about the subpported keys.Treat as directory : If activated, Ayon will consider the given value as a path of a folder.
If the folder does not exist on the context change it will be created by this feature so that the path will always try to point to an existing folder.
Color Management (ImageIO)β
Setting Location:
ayon+settings://houdini/imageio
Allows admins to override the global color management settings, check Host specific overrides.

Shelves Managerβ
Setting Location:
ayon+settings://houdini/shelves
Allows admins to add studio's Shelves and scripts into Houdini.
Setting Modesβ
You have two options to define a shelf which are mutually exclusive from one another:
If you set a Shelf Set Path that shelf is loaded, any scripts defined below it are ignored.
If you have no Shelf Set Path, then it'll create a shelf dynamically from the Shelf Scripts.
Shelves manager works in two modes, it's either option 1 or 2.
Add a
.shelf
file by only setting theShelf Set Name
andShelf Set Path
.OR set the
Shelf Set Name
and createshelf definitions
with shelf scripts dynamically.Currently, Ayon just adds the new shelf definition in
default.shelf
Shelves Exampleβ
You can use these tesmplate keys paths.
Refer to FAQ below to learn about the subpported keys.
In this example I made two shelves:
Null Shelf
which gets loaded from my pre-definednull_shelf.shelf
file.Ayon Shelf
which includes my scriptSay Hello
.

Creator pluginsβ
Setitng Location:
ayon+settings://houdini/create
Enable or disable the plugins. Some of them have extra options such as defining the default products names.
Create Alembic Camera
Create Arnold Ass
Create Arnold ROP
Create Composite (Image Sequence)
Create Houdini Digital Asset
Create Karma ROP
Create Mantra ROP
Create PointCache (Abc)
Create PointCache (Bgeo)
Create Redshift Proxy
Create Redshift ROP
Create Review
Create Static Mesh
Create USD (experimental)
Create USD render (experimental)
Create VDB Cache
Create VRay ROP
Publish pluginsβ
Setting Location:
ayon+settings://houdini/publish
Enable or disable the plugins executed at publishing.
Collect Asset Handles
Collect Chunk Size
Validate Instance in same Context
Validate Latest Containers
Validate Mesh is Static
Validate Review Colorspace
Validate Product Name
Validate Unreal Static Mesh Name
Validate workfile paths settings
Collect Asset Handlesβ
Disable this if you want the publisher to ignore start and end handles specified in the asset data for publish instances.
Artists are allowed to override this value in the publisher UI.

Validate Instance in same Contextβ
When working in per-shot style you always publish data in context of current asset (shot). This validator checks if this is so. It is optional so it can be disabled when needed.
FAQβ
When will I need to modify Houdini addon code ?β
We've spent a lot of time making it possible to customize Houdini addon from settings. e.g. you can add your studio's menus, tools and digital assets from settings.
Still, you may need to modify Ayon addons only when :
Adding/Modifying/Customizing Launch Hooks
Registering new Callbacks
Adding/Modifying/Customizing plugins (create, publish, load, Actions)
Adding a new Ayon launcher tray tool
How to add my menus, tools and digital assets to Houdini ?β
First, consider adding custom shelves as you can easily use them to share a lot of tools with your team. However, if you need to add custom python libraries or custom OTLs or custom menus, updating environment variables is your way to make them available to your team.
e.g.,
PYTHONPATH
to add a custom python library pathHOUDINI_MENU_PATH
to add a custom menu pathHOUDINI_OTL_PATH
to add a custom digital assets path
Ayon allows you to add environment variables as:
Global environment variable (it will be available for all DCCs)
Application specific (it will be available for a particular DCC)
Application variant specific (it will be available for a particular DCC version)
Tool (it will be available on demand per DCC per project per asset)
For a detailed guide visit: Ayon/Openpype Env Vars and Tools Configuration Explained
How to submit houdini patch version to deadline ?β
The custom AYON Deadline GlobalJobPreLoad
functionality can help with that by adding the application specific environment variables before the job starts rendering. Using that we can point the Deadline Houdini plugin to e.g. just houdini
for Deadline to find the executable by name instead of full path. To ensure it's found we just need to make sure the executable is available on the PATH
environment variable. Like so:
update Houdini deadline config
add Houdini dir to
PATH
environment variable and addHOUDINI_VERSION
for each variant
What template keys are available for use in Houdini settings?β
Houdini addon supports available template keys as well as current folder and task attributes e.g.
folderAttributes[frameStart]
folderAttributes[frameStart]
folderAttributes[frameEnd]
folderAttributes[handleStart]
folderAttributes[handleEnd]
folderAttributes[frameStartHandle]
folderAttributes[frameEndHandle]
folderAttributes[resolutionHeight]
folderAttributes[resolutionWidth]
taskAttributes[frameStart]
taskAttributes[frameStart]
taskAttributes[frameEnd]
taskAttributes[handleStart]
taskAttributes[handleEnd]
taskAttributes[frameStartHandle]
taskAttributes[frameEndHandle]
taskAttributes[resolutionHeight]
taskAttributes[resolutionWidth]