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Daz2Hou.py
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'''
Daz to Houdini Helper Tool.
Created by Bilal Malik. (Ver 0.65)
Contact:[email protected]
This tool aims to provide easier starts for using FBX Exports from Daz to Houdini workflows.
Currently in development with more features to come.
Code Partially Generated by PYQT-UI Generator Also on my Github.
'''
import os, sys, hou
#Location of Assets
app_location = os.path.join("PATH_HERE")
#Add Path to Qt Module
qt_module = os.path.join(app_location+"\Assets\Qt.pyc")
sys.path.insert(0, qt_module)
#Qt Import Block
from Qt import QtCore, QtWidgets, QtCompat , QtGui
from Qt.QtWidgets import QFileDialog
#Class Creation
class H2Dz(QtWidgets.QMainWindow):
def __init__(self, parent=None):
super(H2Dz, self).__init__(parent, QtCore.Qt.WindowStaysOnTopHint)
#File Interface File goes here
file_interface = os.path.join(app_location+"\Assets\Hou2Daz.ui")
self.mw = QtCompat.loadUi(file_interface)
self.setCentralWidget(self.mw)
#Set Window Title Here
self.setWindowTitle("Daz Helper Script (Houdini)")
stylesheet = hou.qt.styleSheet()
self.setStyleSheet(stylesheet)
#Set Windows Flags
self.setWindowFlag(QtCore.Qt.WindowMaximizeButtonHint, False)
self.setWindowFlag(QtCore.Qt.MSWindowsFixedSizeDialogHint, True)
self.setWindowFlag(QtCore.Qt.WindowMinimizeButtonHint, False)
#Pixmap
header = os.path.join(app_location+"\Assets\header_daz2hou.png")
pixmap = QtGui.QPixmap(header)
self.mw.lbl_Header.setPixmap(pixmap)
helper = os.path.join(app_location+"\Assets\help_daz2hou.png")
pixmap2 = QtGui.QPixmap(helper)
self.mw.lbl_help.setPixmap(pixmap2)
#Button Assignment
self.mw.bttn_ImportFBX.clicked.connect(self.importFbx)
self.mw.bttn_SelectSubnet.clicked.connect(self.selectSubnet)
self.mw.bttn_PreviewSubnet.clicked.connect(self.previewSubnet)
self.mw.bttn_conTex.clicked.connect(self.manualArnold)
self.mw.bttn_scale_1.clicked.connect(lambda: self.setScale(1))
self.mw.bttn_scale_01.clicked.connect(lambda: self.setScale(0.1))
self.mw.bttn_scale_001.clicked.connect(lambda: self.setScale(0.01))
self.mw.bttn_lockObjMerges.clicked.connect(self.lockObjMergeNodes)
self.mw.bttn_clearList.clicked.connect(self.clearList)
self.mw.bttn_createHairGeo.clicked.connect(self.hairGroomGeo)
def clearList(self):
self.mw.lst_preview.clear()
def importFbx(self):
#Opens File Dialog
options = QFileDialog.Options()
#options |= QFileDialog.DontUseNativeDialog
fbx_fileName, _ = QFileDialog.getOpenFileName(self,"Select FBX File.", "","Filmbox FBX (*fbx);;All Files (*)", options=options)
if fbx_fileName:
#Debug Line
print(fbx_fileName)
#Try importing FBX
try:
print("Importing FBX...")
fbx = hou.hipFile.importFBX(fbx_fileName)
print("Imported Complete.")
#Call Fill Routine
except:
print("ERROR_IMPORTING_FBX 001")
def previewSubnet(self):
self.mw.lst_preview.clear()
FBX = hou.selectedNodes()[0]
if FBX.type().name() == "subnet":
geometry_FBX = [node for node in FBX.children() if node.type().name() == 'geo']
for geo in geometry_FBX:
self.mw.lst_preview.addItem(geo.name())
else:
print("ERROR, No Subnet Selected.")
def selectSubnet(self):
FBX = hou.selectedNodes()[0]
#Root Location
OBJ = hou.node('/obj/')
if not FBX:
#Error no fbx sub detected.
print("Error: No objects selected.")
elif FBX:
if FBX.type().name() == "subnet":
# Create Geometry node to store FBX parts
geometry = OBJ.createNode('geo', run_init_scripts = False)
geometry.setName('GEO_{}'.format(FBX.name()))
geometry.moveToGoodPosition()
# Get all parts inside FBX container
geometry_FBX = [node for node in FBX.children() if node.type().name() == 'geo']
# Create merge node for parts
merge = geometry.createNode('merge')
merge.setName('master_merge')
#Create Null Object at the end
oNull = geometry.createNode('null')
oNull.setName('OUT_DAZ')
#Link MergeOut to NullIn
oNull.setInput(0, merge)
# Replicate FBX structure in Geometry node
for geo in geometry_FBX:
# Create Object Merge node
objectMerge = geometry.createNode('object_merge')
objectMerge.setName(geo.name())
# Set path to FBX part object
objectMerge.parm('objpath1').set(geo.path())
objectMerge.parm('xformtype').set(1)
# MATERIAL HANDLING
# Copy Material from Geo
matName = hou.node("obj/" + FBX.name() + "/" + geo.name() + "/" + geo.name() + "_material")
if matName is not None:
parentH = hou.node("obj/" + geometry.name())
hou.copyNodesTo([matName], parentH)
material = hou.node("obj/" + geometry.name() + "/" + geo.name() + "_material")
#Call process to convert materials.
if self.mw.rdo_Arnold.isChecked() == True:
print("Converting to Arnold Materials.")
self.convertArnold(material)
else:
# Create Material node if none exist. No materials are added if none are detected.
material = geometry.createNode('material')
material.setName('MAT_{}'.format(geo.name()))
# LINK NODES
# Link Material to Object MergeName
material.setNextInput(objectMerge)
# Link part to Merge
merge.setNextInput(material)
# Set Null Node flags to Render
oNull.setDisplayFlag(1)
oNull.setRenderFlag(1)
# Layout geometry content in Network View
geometry.layoutChildren()
else:
print("NON-SUBNET Node Selected. Hint:You may only select one node at a time.")
def convertArnold(self,node):
#Root Shop
SHOP = hou.node('/shop/')
#Get Number of materials to create
nMats = node.parm('num_materials').eval()
#Loop for each material creating a new arnold one.
for i in range(1,nMats+1):
#Get Group Name of current loop.
grp = "Ai_"+(node.parm('group'+str(i)).eval())
#Check If Shader Exists
if hou.node("/"+SHOP.name()+"/"+grp) is None:
#Create Arnold VOP in Root location
arnoldNode = SHOP.createNode('arnold_vopnet', run_init_scripts = True)
arnoldNode.setName(grp)
arnoldNode.moveToGoodPosition()
#Create Shader Inside
#Create 'smart' type indicator
type = 'Surface'
if type == 'Surface':
surfNode = arnoldNode.createNode('arnold::standard_surface')
elif type == 'Hair':
surfNode = arnoldNode.createNode('arnold::standard_hair')
surfNode.moveToGoodPosition()
outNode = hou.node(SHOP.name()+ "/" + arnoldNode.name()+"/"+"OUT_material")
outNode.setInput(0,surfNode)
#Assign Material to Material Group.
node.parm("shop_materialpath"+str(i)).set("/"+SHOP.name()+"/"+grp)
def manualArnold(self):
nodeToSend = hou.selectedNodes()[0]
print(nodeToSend.type())
if nodeToSend.type().name() == 'material':
self.convertArnold(nodeToSend)
else:
print("ERROR Please Select a Material Node.")
def setScale(self,value):
node = hou.selectedNodes()[0]
if node.type().name() == 'subnet':
node.parm('scale').set(value)
elif node.type().name() == 'geo':
node.parm('scale').set(value)
else:
print("ERROR Please select a subnet or geo node.")
def lockObjMergeNodes(self):
nodeS = hou.selectedNodes()[0]
obj_merges = [node for node in nodeS.children() if node.type().name() == 'object_merge']
for each in obj_merges:
each.setHardLocked(1)
def hairGroomGeo(self):
node = hou.selectedNodes()[0]
OBJ = hou.node('/obj/')
if node.type().name() == 'geo':
#Create Geo in OBJ level.
geometry = OBJ.createNode('geo', run_init_scripts = False)
geometry.setName('Hair_GEO_{}'.format(node.name()))
geometry.moveToGoodPosition()
#Obj Merge
objectMerge = geometry.createNode('object_merge')
objectMerge.setName(node.name())
objectMerge.parm('objpath1').set(node.path())
#Transform
xform = geometry.createNode('xform')
xform.setInput(0,objectMerge)
#Delete
delnode = geometry.createNode('delete')
delnode.setInput(0,xform)
#Null Out_Char
nullChar = geometry.createNode('null')
nullChar.setName('OUT_CHAR')
nullChar.setInput(0,delnode)
#AttrbPaint
attribpaint = geometry.createNode('attribpaint')
attribpaint.setInput(0,nullChar)
#Set AttrbPaint Density paramter
attribpaint.parm('attribname1').set('density')
#Null Out_Density
nullDen = geometry.createNode('null')
nullDen.setName('OUT_DENSITY')
nullDen.setInput(0,attribpaint)
#VDB from Polygons
vdbN = geometry.createNode('vdbfrompolygons')
vdbN.setInput(0,attribpaint)
#Null Out_VDB
nullVDB = geometry.createNode('null')
nullVDB.setInput(0,vdbN)
nullVDB.setName('OUT_VDB')
#Set Render Flags
nullChar.setDisplayFlag(1)
nullChar.setRenderFlag(1)
#Layout Geo
geometry.layoutChildren()
isPanel = False
#Create the UI Block
if isPanel == True:
#Create Interface Python Panel
def onCreateInterface():
my_window = H2Dz()
my_window.show()
return my_window
elif isPanel == False:
#Create Interface Shelf.
try:
my_window.close()
except:
pass
my_window = H2Dz()
my_window.resize(270,625)
my_window.show()