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Showing most liked content since 08/13/2017 in all areas

  1. 39 likes
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Of Curve Over Surface Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  2. 28 likes
    Hi all! New version of the setup for H14. The scene is much better organised and optimised. There also some new features which makes this setup actually very useful. Have Fun! DOP_DynamicFracture_H14_v09.hiplc
  3. 14 likes
    Use VDB point advection to output geometry. You need to compute a velocity vector, it's up to you. For example, just a curl noise (first image) is a good starting point, as well as cross product of @N and position delta using point cloud (second image, some noise applied also). It may be anything you could imagine, from fluid trails to volume thickness. curlypig.hipnc
  4. 12 likes
    Try this... Put down a measure SOP and set it to measure the perimeter of your curves. After that a primitive wrangle and write. #include <groom.h> adjustPrimLength(0, @primnum, @perimeter, @perimeter*@dist); groom.h is a included file containing some functions used in the grooming tools and one of the functions is... void adjustPrimLength(const int geo, prim; const float currentlength, targetlength)
  5. 11 likes
    Basic: // Primitive wrangle. int pts[] = primpoints(0, @primnum); vector rest = point(0, "P", pts[0]); vector prev_pos = rest; matrix3 frame = ident(); for (int i = 0; i < len(pts); i++) { vector pos = point(0, "P", pts[i]); rotate(frame, 0.1, {0, 0, 1}); vector new_pos = (pos - rest) * frame + prev_pos; rest = pos; prev_pos = new_pos; setpointattrib(0, "P", pts[i], new_pos); } Advanced: // Primitive wrangle. #define TWO_PI 6.2831852 addpointattrib(0, "N", {0, 0, 0}); int pts[] = primpoints(0, @primnum); int npt = len(pts); // Loop variables. vector rest = point(0, "P", pts[0]); vector prev_pos = rest; matrix3 frame = ident(); for (int i = 0; i < npt; i++) { vector pos = point(0, "P", pts[i]); vector delta = pos - rest; rest = pos; // Make normal. Point normals could be used instead. vector normal = normalize(cross(cross({0, 1, 0}, delta), delta)); if (length(normal) == 0) { normal = {0, 0, 1}; } // Drive a shape with ramps and multipliers. vector axis; float ramp, angle; // Twist the bend axis. axis = normalize(delta); ramp = chramp("twist_profile", (float) i / npt); angle = fit01(ramp, -TWO_PI, TWO_PI) * ch("twist") / (npt - 1); rotate(frame, angle, axis); // Bend the curve. axis = normalize(cross(normal, delta)); ramp = chramp("bend_profile", (float) i / npt); angle = fit01(ramp, -TWO_PI, TWO_PI) * ch("bend") / (npt - 1); rotate(frame, angle, axis); // Compute new position and normal. vector new_pos = delta * frame + prev_pos; prev_pos = new_pos; setpointattrib(0, "P", pts[i], new_pos); setpointattrib(0, "N", pts[i], normal * frame); } curl.hipnc
  6. 10 likes
    Scene with test tornado. https://vimeo.com/58393324 tornado_v02.hip
  7. 10 likes
    I created a basic upres example. simple_upres_bunker.hipnc
  8. 9 likes
    Hello Everyone, I put together a short video tutorial on how to use the particle system to break glue bonds that are holding together fractured geometry. You can view the video here: I have other videos posted in this link as well. http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846
  9. 9 likes
    Twisting box http://beesandbombs.tumblr.com/post/109914868554/twisting-box bees_and_bombs_twisting_box.hipnc
  10. 8 likes
    HIP DOP_BendConstraint_v01_SIMPLE.hipnc
  11. 5 likes
    Straight VEX based volume deformation with no geometry conversion in between.
  12. 5 likes
    Alexey Vanzhula Could you please create your own topic for Flux in forum. I think will be more interesting your topic like was made BulletSop. All information and video will be in one place and it will be more useful. This topic for Random links of interest. Thank you for understanding!
  13. 5 likes
    I haven't touched H16 yet, but if the VEX editor isn't changed significantly, I'd still make it my number one FR to have: a more fuzzy search for VEX commands in the code-intelligence tooltip - type "curve" or "point" or "pnt" and get all commands that contain those letters, even if spelled slightly different, not only those who start with it. So if you're unsure how a command was named exactly, you could go fishing... when a VEX command is entered and the opening bracket is set, show the syntax of the command in the tooltip. It is such a waste of time to always have to hunt for it in the docs. While you're at it, add some sprinkles like auto-closing brackets, a way to define how closing brackets should be indented (at the moment they are wrong ;-) ), offer to add custom code snippets ... ... simply look at some good code editors (I guess you use them to create Houdini anyway ;-) ) and make the VEX editor their equal. And one for the toolmenu: The nodes in Houdini often have very weird names that make a limited amount of sense if you are used to other packages. So one of my main struggles is, to find the node I'm looking for. Now this could be made much much easier, if the toolmenu search would be more like the one in Rhinos Grasshopper: There, you can for instance type "curve" and see of course all the nodes that have "curve" in their names, but also those who deal with curves. I guess they are doing two things there: Have a fuzzy search, that finds stuff everywhere in the node name or even if typed slightly wrong. Add a tagging system to nodes or also search through their description, so that the divide node can also be found when I search for "voronoi" (which "create dual" basically means for practical purposes), bring up the fuse node if I search for "join" etc. In Grasshopper there are tons of nodes too, literally hundreds of them are custom ones from users, but finding them was much easier because of this advanced approach to searching. In Houdini, finding the node that does what I need is one of the major hurdles and also makes exploring and discovering new things much harder. The other very very helpful thing in the toolmenu in Grasshopper is, that if you move your mouse over an entry in the list, you get a short description as a tooltip. Again, helps the newbie tremendously with finding the right node without first dropping it down, see what it does, delete it, rinse and repeat... Oh, and now that the Mantra shaders seem to look up to par with other renderers, go GPU with it... :-) Cheers, Tom
  14. 5 likes
    Update: A new awesome method is to use an Attribute Wrangle set to "Run Over: Primitives" with the following code: First line adds a point to the center of every primitive. (I believe it uses the point average for the center). The second line is optional and removes the original primitives. Original thread: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35541
  15. 5 likes
    Carve SOP. Fist U : 0 Second U : 1 Breakpoints : Cut At all Internal U Breakpoints
  16. 4 likes
  17. 4 likes
    Match the toolset to the advertising for cloth and fem collisions. The H16 presentation still has cloth as a significant advertised feature. editSOP to have world-space co-ordinates for moving a point Multiple handles for objects that move objects along each axis - i.e. 3 object selected and dragging the z handle moves each object in the z Auto set-pivot for the viewport viewtool, shift+Z, aka C4D CurveSop updated to use bezier handles with standard illustrator type controls for adjusting them GPU the Vex code so Mantra can be GPU based Metal/Vulkan viewport shaders to free up CPU compute time. Bring Sop collisions into the Dop network as OpenCL so we can run a whole sim on the GPU TurbulanceFX 2.0 style adaptive bounding boxes for pyro et al Multiple GPU card support for processing - that line in the specs about multiple cards may be used in the future has been there since H12 Floating licenses for Indie/Fx Viewport visualisers showing attributes with screen-space adaptivity for visual clarity like XSI
  18. 4 likes
    Hi Here the solution for the "error" problem. In your Parameter Interface Editor, you have to uncheck the "Forbid Linking Parameters from Outside this Subnet". (look at the joined picture) cheers
  19. 3 likes
    In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR The tutorial is free though, if you feel like giving me some support I'd be grateful !! We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at trzankofx@gmail.com for questions or comments.
  20. 3 likes
    Thought this research by Nvidia quite interesting https://blogs.nvidia.com/blog/2017/05/10/ai-for-ray-tracing/
  21. 3 likes
    We still need to make surfaces for Boolean shatter, VF also useful there. Boolean works pretty fast for me. fall_damage.hipnc
  22. 3 likes
    You can modify blast-way to something like this. remove_outside_pieces.hipnc
  23. 3 likes
    Using divergence in a sim is pretty straightforward. You can add a divergence attribute in a wrangle in sops or use a gas field wrangle in dops to do so. The only gotcha is that you have to enable divergence on the FLIP object (under the initial data tab). I am attaching a basic file that use a gas field wrangle dop with some notes that should help. divergence.hip
  24. 3 likes
    If you explicitly cast chramp to a vector first, the 'create spare parameters button' will create a colour ramp. Eg @Cd = vector(chramp('myramp',@P.x));
  25. 3 likes
    You may look at this thread/file: I have attached the PDF from this url, it contains similar patterns as in your video: http://c4dlist.com/2010/09/cinema-4d-l-system-resources/ lsystem.pdf
  26. 3 likes
    as what you already discovered, create new tool, put it onto shelf and assign hotKey to it - note that in H16 you cant easily assign hotkeys with ALT key. if you dont want your tool visible in TAB menu, dont fill any Label. I have whole toolbar only for scripts that im using as hotkeys.
  27. 3 likes
    Make it full Qt app, and stop worrying about bells and whistles, the community does the rest.
  28. 3 likes
    And another one - based on the well known spider web tutorial by Tolya Shuverov. I added dew and a simple procedural spider with feet that always place themselves onto the closest thread... Cheers, Tom
  29. 2 likes
    @konstantin magnus, try function-style cast: vector(vertex(0, "uv", 0))
  30. 2 likes
  31. 2 likes
    The Zen cores are arranged in modules of 4. Intel cores are generally paired together with shared L2, though I think the latest iteration of Skylake-E removes that (7xx0 series). It's pretty common practice to have cores share some resources to keep power requirements down. Ryzen has two of those modules on a die with a memory controller. Threadripper has 4 modules with 2 memory controllers, and that's where the NUMA (non-uniform memory arrangement) and proper OS scheduling comes into play. The first 2 modules have access to one bank of memory, and the other 2 modules have access to the other bank. If a core from one module needs memory from the other module's bank, there's an extra hop to access the memory. That's the "non-uniform" part, since RAM latency can vary based on its physical location. Accessing RAM is already pretty slow, which is why CPUs have large L3 caches, and use SMT (aka Hyperthreading(tm)) to hide the RAM access latency. Thread stalled on a memory request? Switch to the other one that's parked on the core and continue crunching numbers. The OS scheduler is also responsible for keeping threads on one module or the other if possible, so these days NUMA doesn't have quite the hit that it used to on the older multi-socket servers. That's why sometimes a software or firmware update is needed for new CPUs.
  32. 2 likes
    I recently did a shot where I simmed the high res geo as convex hulls for one part, which was fine, but then for another I simmed with voronoi pieces, and then used a very high res boolean mesh attached to the nearest voronoi piece post sim (both done as packed prims). It saved a lot of time and hassle worrying about small pieces or oddly shaped ones that would explode. It was also faster to recut the voronoi when I needed to adjust where something was breaking than it was to re cut the mesh too. I basically over-did the boolean part of it so I never had to worry about having enough detail, and not having any overlapping shapes in the sim helped.
  33. 2 likes
    More and more studios write their own pathtracer. Vectorization is key these days. Pretty much everybody also has/uses a denoiser. Time to have one for Mantra? Dark beer is the next big thing after IPA. edit: Oh, and of course deep learning is making all sorts of inroads into the 3d world.
  34. 2 likes
  35. 2 likes
    The min and max vectors are returned by the getbbox() function. In H16... you can get the same result with getbbox_center().
  36. 2 likes
    I actually like the dark color palette a lot. I wouldn't want it to change back. I have way too many screens to stare at.
  37. 2 likes
    Hello all, I made a fairly quick and dirty digital asset for this based on Pavel's method that I though I'd share. Might be of use to people. Let me know if you make it better! Dan dlw_fracture_displacement.hda
  38. 2 likes
    Glad it helped Anthony, that shot is looking so badass!! May I ask what project this is for? Oh, and is this a Mantra render or? As for the added 102.377, it's a random number that's added to make sure the rand function seed is a float value instead of an integer, and also to spread the seed numbers out. The help for the "rand" function states that non-integer numbers work best for the argument, but @ptnum will return integer values. I may be misinterpreting this though, so hopefully a Vex guru will set me straight here if I'm way off base! Another thing I've found useful when up-rezzing grains is to use the point velocities vector length to spread the replicated points further away from the source grain point, helps avoid the blobby look with free-flying grains. Let me know if you're interested in this technique and I'll whip out a quick example. --Dave
  39. 2 likes
    Ant, I see what you mean, I think your OGL driver is getting blown away by the quantity and large scale of the sprites. Try adding something like this to the setseed_adjust_pscale wrangle: @pscale *= fit(rand(@ptnum+102.377),0,1,0.5,1); This will modify the existing @pscale values, multiplying them against random values ranging from 0.5-1 This won't work if you have a changing grain count though, as the @ptnum values will be varying per frame. We also can't just inherit @id and use that, as each set of duplicated points will inherit their parent's ID and will get the same random seed value. --Dave
  40. 2 likes
    Here's a great 1h breakdown on using constraints in Houdini from Escape Studios. You'll need to register, but the webinar is free. http://learning.escapestudios.com/player/c/RCQfPcC8ToppF9d/n/ppf5s21i5nqstnx/a/quwpso183vuqdq7
  41. 2 likes
    Sure, here's a quick implementation. Vorticity is not calculated by default, so we need to add that to the solver inside the dopnet. First, a Gas Match Field DOP to create a temporary vorticity vector field that matches the vel field, and then a Gas Analysis DOP to calculate the curl of the vel field. Within fluidtank_fluid, vorticity is added to the list of volumes being imported to sopland, and the vorticity vectors are transferred to the surface points. What we want to see in the end is the magnitude of the vectors, so there is a quickie Attribute VOP SOP to do that. As above, the vorticity is bound to a vex variable within the material, and an extra imageplane is added to the ROP. Flip V4_vorticity.hip
  42. 1 like
    As you requested a VEX solution, I would put something like this into a detail wrangle: int all = nvertices(0); @min = vertex(0, "uv", 0); @max = vertex(0, "uv", 0); for(int i = 0; i < all; i++){ float compare = vertex(0, "uv", i); if(compare < @min) @min = compare; if(compare > @max) @max = compare; } Unfortunately I would not know how to access a single vector component in this manner: @min = vertex(0, "uv.y", 0); // these lines @max = vertex(0, "uv", 0).y; // do not work Maybe someone can help me out here?
  43. 1 like
    Use an attribpromote from points, verts or prims to detail and set the promotion method to min or max.
  44. 1 like
    I'm a Redshift user with 1080Ti's and would recommend Founders Edition models as they exhaust hot air out of the back of the case. You'll be able to run up to 4x 1080 Ti's in a case without extra cooling (PCIe lane, motherboard and power supply allowing). As much as Redshift allows up to 8 GPU's in a single node, the cost of building a system capable of hosting 8 GPU's rises significantly. There are faster 1080 Ti models available with greater overclock capabilities but those gamer centric cards are not necessarily the best for GPU rendering. You should also consider something like a 1070 (or even an AMD workstation card - great performance for OpenC sims is a bonus here) to drive your GL viewport, otherwise you'll be losing a significant chunk of VRAM to system resources. With the way that GPU rendering works, if a single card has 3 GB allocated to system resources, all cards are limited to using the same amount of memory as the smallest available VRAM. Alternatively if you believe that most of your output requires no more than 7/8GB VRAM, stacking your system with 1080 Ti's alone is the best performance/price option. A final consideration is operating system. If you take a look on the Redshift forums at the benchmark table, you'll see that Linux basewd builds using the same hardware have a significant performance boost and utilise far more of the available VRAM. But don't take my word for it. Ask for advice over on the Redshift, Chaos Group and Octane forums.
  45. 1 like
    it's same problem as this: basically, the Prim Normals aren't consistent and that confuses Boolean...haven't found a solution to your setup yet but I'm quite sure the Prim Normals have to be 'unified' first...(if you put Reverse after your convertVDB and quickly flip flop it, you'd see there's some potential clues around the ears)
  46. 1 like
    Houdini 16 launch has been announced, February 21st! Time for the dreamers and the wishlist* to move on to the next major version. Perhaps a 16.5... as gleaned from the Amarok event??? So IMO I think the gauntlet has been thrown down. Houdini needs to be a fully fleshed out 3-D package that any person can create content in from beginning to end. No more weak spots, where you have to dive into another package, since you have no choice. Halo I mean COPs I'm looking at you. If I want to use another package that's fine, but I should no longer need to use another tool from my tool belt from the beginning to end of my 3-D authoring pipeline needs. Houdini Engine UI functionality needs to be more fully integrated into their host packages. Blueprint nodes in Unreal. Network editable nodes in Unity and Maya. Fully fleshed out UI options for parameter interfaces; rollovers, help, disable whens, hide whens. I should be able to create one tool for all my host programs, especially if they are SideFX supported ones. Lead Houdini Engine by example so when I want to implement it into my own pipeline or tools I know it can be done. A unified node context, I know this drives people banana's, but it should be a choice to work in different node contexts. Not a mandatory obligation that you need to be in /obj/ Scene, /obj/sop/ Sops, Dops, Materials, etc. to perform those task. Houdini was created with the combinations of several different programs as defined by these contexts nearly 20 years ago now. It's time to UNITE them all! We can still keep the old Context's just as POPs still lives under the hood, or you can just unleash the / context to us all, but it would be nice to work in a unified context i.e. Nuke. And as always it's the users responsibility to keep their network clean! Thank SideFX gods for the wire dots, and the circular contexts. More fully fleshed out presets. The shelf is good, but if I'm working a commercial or doing some R&D for a bigger project I need a full fleshed out setup. The setups exist out there, but I don't need to rebuild the same setup at every studio I work at. Additionally the Shelf tools needs some love. Just make them the same as hda with all their functionality. Add an Extract Content feature. Don't keep them the separate beast that they are. HDA's are powerful, shelfs are deprived and in constant sadness to their tool brethren. An example library for each node and code example that is easy to view and find. It's rare to find examples spread through the Houdini Doc's. If I could have the help Pane, or an example Pane that I could search through that be amazing. This could be tied in with more fully fleshed out presets. You don't necessarily need a lone example per a file, combined ones often make greater sense. The orbolt pane for instance. The upgrade to the Help docs has been awesome, including the more graphical documentation i.e. the packed sop. But those example files are trailing. More common studio tools that are predefined. Every studio ends up creating special importers and exporters that all in the end do the same thing. Just create a few common studio nodes, that can be easily manipulated. Either via python modules as they presented in their rigging tools, or by non-compiled file sops and rops. The Alembic ROP is a very convenient example of showing the code so you can manipulate it. I shouldn't need to have multiple different contexts and nodes to import and export geometry and data. An uber file sop to load them all. An uber filecache to export them all. One ring! My precious! I would still love to take all the older nodes like the point sop, and have them converted to vops/wrangles. Maintain the same parameter ui, but have a little button or switch that flips from a wrangle to a code version. There is a certain sense that there is still a layer of black box with each of these nodes. This is where the fabric crowd, and programmers say they don't understand what is happening, and flip a table and say they need to build it from scratch. I can understand the proprietary algorithms being compiled black box nodes, but the point sop... come on now, this isn't a dark secret to the world. This would allow us to retire so many old nodes. Speaking of which the node count in Houdini is only getting more ridiculous each version. There is no way one person can know them all. I LOVE all the new features, but there comes a point when there are too many nodes. The biggest hindrance to new people is not knowing that a node exist that they can use. Node acumen should not be a barrier to using Houdini. The Houdini learning curve is dropping faster and faster. However, I've used Houdini for a decade with a wide variety or projects, and I can easily say I have not used every node. That's cool, but it also ridiculous. There does not need to be a multiply, add, add constant, etc. a single math node would suffice, opalias that stuff! There needs to be a survey of all the nodes, alias them to a wrangle/vop and retire! retire! retire! those nodes. Plus make some useful example along the way. Ok I think I ranted enough. My blood got pumping for Houdini 16 and I'm stoked about the new toys. I can not wait for this new Lego set and to work on some more amazing projects. And yes I will make my nodes look like Legos... *As a note any true bugs of RFE's please send to SideFX Support. This is only an un-official wishlist, so we can compare notes, rant and rave.
  47. 1 like
    It looks like Hypergraph in Maya. What a total goat fuck that thing is.
  48. 1 like
    If you mean the RenderView tab in Houdini, you can see what it does by simply showing the ColorCorrection bar. There you can see which gamma is used to display the image, applying the same gamma in Nuke should result in the same image. And if you did not change the output gamma value in your mantra render node, the rendered image is linear (gamma of 1.0). BTW.: You should not change the gamma before compositing, but at the end and only set the view in Nuke to the appropriate settings. The result is a better quality in most cases.
  49. 1 like
    You are doing it a very old method that may not work all the time anymore. It won't work if you have animating geometry if you want to do an animating fracture. The best way to get information from sops now is using a sop solver in dops. This way you also can get many more attributes from sop that you can use to drive simulation as well. The sop solver also is nice because it doesn't require the attribute transfer value to remain on the object the entire time. In my file the sphere that is passing over the box doesn't remain over all the pieces. With your method if that remained the case the pieces would not move after the sphere goes past the box pieces. With the sop solver method it allows the pieces to remain active even if the sphere goes past it. You can preview what your attribute transfer is doing in sops and then copy that attribute transfer and paste it in the sop solver in dops. active value changing over time.hipnc
  50. 1 like
    Thanks Iskander. While I applaud the effort I found it rather tedious to use in reality, as is the Sublime-Text extension for VEX. I guess it may work better for people who do large amounts of VEX in one go, but my code usually grows in many little steps, so all the editors that aren't directly there when I click on the wrangle make things a lot more tedious. This functionality is something that belongs right inside the core, as important as VEX is in Houdini. In every tutorial I watch on VEX, I'm told to look up the syntax in the helpfile, which is a total waste of time. I can remember the most important commands just fine after a while, but not all the variations on the parameters they have. So instead of just typing along happily like in every other good code editor, I have to stop and open the helpfile all the time. It breaks the stride and the train of thought (and the documentation isn't the most clear one I've seen in my life either...). So my FR stands :-) Cheers, Tom