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malexander

Member Since 12 Jun 2004
Online Last Active Today, 09:13 AM
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Posts I've Made

In Topic: How to know the number of Breakpoints in NURBS curve?

14 May 2013 - 05:05 AM

Breakpoints don't have attributes. You can select and manipulate them like edges, but like edges they do not have their own set of attributes. You can use Point attributes (the hull points) to affect the NURBS curve. That is probably why they don't have numbers (though it would be fairly easy to add).

In Topic: Why is Houdini switching to OpenGL 3.2 but not 4.3?

08 May 2013 - 06:19 AM

View PostFabian, on 08 May 2013 - 12:21 AM, said:

While on the topic of selection. I really appreciate not having to hit the points anymore when brush selecting. Beyond that, with the new ogl code, would it be a big issue now for brush selection to highlight selected polygons before mouse-up?

The main concern was the selection update speed; for extremely large models (in the 10's of millions of polys) the selection operation and the display of the highlight can really bog down the actual pick. GL drawing doesn't thread well either, so it's a bit challenging to do it asynchronously. Also, we ran out of time for 12.5, and stabilization was the main goal, with a dash of VDB.

It will likely make an appearance at some time in the future, with a display option to disable it and some heuristics to perhaps only do a highlight pick on huge models if the user pauses, or something along those lines.

View PostMagnus Pettersson, on 08 May 2013 - 04:44 AM, said:

It was both. I dont remember what earlier version we tried but i know that one was a 304.XX but less than 88. And one was 310.XX. The 319.XX (one that is currently latest for many gtx cards from nvidia, including older quadro 3700 that we also got on some computers here) didnt work at all so clearly not supported driver for the quadro fx 4000.

Thanks. I will pass this along to support.

Quote

Im testing on a GTX 680 now and happy to say that houdinis viewport outperforms maya (and maya 2.0 viewport) and blender in pure opengl performance. We did fps comparison on 10+ million poly sculpts from zbrush when moving around the viewport in different modes like wireframe, smooth shaded and smooth shaded with wires.. Also it was faster in selection speeds on both faces, points and edges (lasso + paint selection as well).

That's good to hear. There are more performance improvements coming for the next major version as well.

In Topic: Why is Houdini switching to OpenGL 3.2 but not 4.3?

07 May 2013 - 03:20 PM

Which drivers were causing problems with the Quadro 4000? Newer drivers than 304.88, or older ones (or both)?

In Topic: Houdini 13 Wishlist

03 May 2013 - 06:13 AM

It sounds like what you're looking for is CHOPs. An easy intro into CHOPs is to use the Parameter RMB menu item "Motion Effects", selecting one of the effects in the menu.

In Topic: Why is Houdini switching to OpenGL 3.2 but not 4.3?

02 May 2013 - 05:28 AM

I use gnome/metacity with visual effects disabled (mostly because I don't like them), and others have been using various other window managers, like KDE or gnome with Sawfish underneath. I find that Linux feels a bit slicker than Windows in general, but maybe that's because Aero is running.

As for opensubdiv, I don't know what SESI's stance on that is yet. But if it were to be integrated, it is very likely that it would be integrated into the viewport as well. I'd have to take a much closer look at its API than I have before commenting further, though.