![]() Pcore = PrismCore.PrismCore(app="Houdini")įile "C:/Prism\Scripts\PrismCore.py", line 187, in _init_įile "C:/Prism\Scripts\PrismCore.py", line 203, in func_wrapperįile "C:/Prism\Scripts\PrismCore.py", line 251, in updatePlugins Here is the output in the console when launching and connecting to the Houdini Engine Server:Ĭ:\Program Files\Side Effects Software\Houdini 17.0.352\bin>HARS -n hapi ![]() It looks like Pandora is preventing the Houdini engine server (HARS.exe) from launching properly. This is explicitely allowed by the terms of the GPL (other wise GPL web browsers could only communicate with GPL web servers for instances).Quote from renderyourworld on 22. If this is still not acceptable for some reason, there is another fallback: I would go for a client-server architecture. Warning though: this MUST NOT be automatized by some package manager or other third party installer. This looks like a crack, but since any user is doing it for oneself, it feels ok to me. The GPL states that any derived work is allowed as soon as it remains private. Then the instruction of the non-GPL hbridge would ask its users to download the blender branch release and replace a DLL. ![]() ![]() The API I will have to reimplement is not Houdini’s, but hbridge’s API, which would have something like 5 symbols. I wouldn’t have come talk here My plan is to make two versions of hbridge: one GPL, that does nothing another one not GPL, but not using anything related to Blender and not distributed with my Blender branch. Could someone help me with this? Any other suggestion or feedback is welcome, of I actually respect Blender developers a lot, as well as their choice of releasing under the GPL. To do so, I would like to make the intern/hbridge library I introduced dynamically linked, instead of statically linked by Blender. ![]() I have a first proof of concept available here: GitHub - eliemichel/HoudiniEngineForBlender: Branch of Blender featuring a Houdini Engine based modifierīut before going any further, and in particular before implementing the truly useful part that would be to be able to send data from Blender to Houdini Engine (what I call “support for SOP nodes” in the readma), I would like to comply with the restriction of the GPL. I wrote a branch of Blender introducing a new special modifier that is able to call Houdini Engine assets for geometry processing. It is available here: GitHub - eliemichel/OpenMeshEffectForBlender: A branch of Blender featuring an Open Mesh Effect modifier The Open Mesh Effect branch of Blender implements this API to enable the use of arbitrary runtime plugin written for instance in C directly in the modifier stack. Open Mesh Effect is an API for standardizing mesh processing effects like Modifiers that can be distributed as plugins and loaded at runtime. ![]()
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